﻿<?xml version="1.0"?>
<doc>
	<assembly>
		<name>UnityEngine</name>
	</assembly>
	<members>
		<member name="T:UnityEngine.SendMessageOptions">
			<summary>Options for how to send a message.</summary>
		</member>
		<member name="T:UnityEngine.ShaderVariantCollection.ShaderVariant">
			<summary>Identifies a specific variant of a shader.</summary>
		</member>
		<member name="T:UnityEngine.AssetBundle">
			<summary>AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</summary>
		</member>
		<member name="T:UnityEngine.AssetBundleCreateRequest">
			<summary>Asynchronous create request for an AssetBundle.</summary>
		</member>
		<member name="T:UnityEngine.ContextMenu">
			<summary>The ContextMenu attribute allows you to add commands to the context menu.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralProcessorUsage">
			<summary>The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property).</summary>
		</member>
		<member name="P:UnityEngine.AssetBundle.mainAsset">
			<summary>Main asset that was supplied when building the asset bundle (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AssetBundleCreateRequest.assetBundle">
			<summary>Asset object being loaded (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.PrimitiveType">
			<summary>The various primitives that can be created using the GameObject.CreatePrimitive function.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.CreateFromMemory(System.Byte[])">
			<summary>Asynchronously create an AssetBundle from a memory region.</summary>
		</member>
		<member name="T:UnityEngine.AssetBundleRequest">
			<summary>Asynchronous load request from an AssetBundle.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralCacheSize">
			<summary>Substance memory budget.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralLoadingBehavior">
			<summary>ProceduralMaterial loading behavior.</summary>
		</member>
		<member name="T:UnityEngine.ContactPoint">
			<summary>Describes a contact point where the collision occurs.</summary>
		</member>
		<member name="T:UnityEngine.ExecuteInEditMode">
			<summary>Makes a script execute in edit mode.</summary>
		</member>
		<member name="T:UnityEngine.Space">
			<summary>The coordinate space in which to operate.</summary>
		</member>
		<member name="P:UnityEngine.AssetBundleRequest.asset">
			<summary>Asset object being loaded (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.point">
			<summary>The point of contact.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.CreateFromMemoryImmediate(System.Byte[])">
			<summary>Synchronously create an AssetBundle from a memory region.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralOutputType">
			<summary>The type of generated image in a ProceduralMaterial.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralPropertyType">
			<summary>The type of a ProceduralProperty.</summary>
		</member>
		<member name="P:UnityEngine.AssetBundleRequest.allAssets">
			<summary>Asset objects with sub assets being loaded. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.HideInInspector">
			<summary>Makes a variable not show up in the inspector but be serialized.</summary>
		</member>
		<member name="T:UnityEngine.LayerMask">
			<summary>LayerMask allow you to display the LayerMask popup menu in the inspector.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralPropertyDescription">
			<summary>Describes a ProceduralProperty.</summary>
		</member>
		<member name="T:UnityEngine.SpriteAlignment">
			<summary>How a Sprite's graphic rectangle is aligned with its pivot point.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.CreateFromFile(System.String)">
			<summary>Loads an asset bundle from a disk.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.normal">
			<summary>Normal of the contact point.</summary>
		</member>
		<member name="T:UnityEngine.DeviceType">
			<summary>Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices.</summary>
		</member>
		<member name="T:UnityEngine.AssemblyIsEditorAssembly">
			<summary>Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.thisCollider">
			<summary>The first collider in contact at the point.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.name">
			<summary>The name of the ProceduralProperty. Used to get and set the values.</summary>
		</member>
		<member name="T:UnityEngine.RenderBuffer">
			<summary>Color or depth buffer part of a RenderTexture.</summary>
		</member>
		<member name="T:UnityEngine.SpritePackingMode">
			<summary>Sprite packing modes for the Sprite Packer.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.Contains(System.String)">
			<summary>Check if an AssetBundle contains a specific object.</summary>
		</member>
		<member name="T:UnityEngine.SystemInfo">
			<summary>Access system information.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.otherCollider">
			<summary>The other collider in contact at the point.</summary>
		</member>
		<member name="T:UnityEngine.LightType">
			<summary>The type of a Light.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.label">
			<summary>The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member.</summary>
		</member>
		<member name="T:UnityEngine.SpritePackingRotation">
			<summary>Sprite rotation modes for the Sprite Packer.</summary>
		</member>
		<member name="P:UnityEngine.LayerMask.value">
			<summary>Converts a layer mask value to an integer value.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.operatingSystem">
			<summary>Operating system name with version (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)">
			<summary>Loads asset with name from the bundle.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String)">
			<summary>Loads asset with name from the bundle.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAsset(System.String,System.Type)">
			<summary>Loads asset with name from the bundle.</summary>
		</member>
		<member name="T:UnityEngine.Collision">
			<summary>Describes a collision.</summary>
		</member>
		<member name="M:UnityEngine.LayerMask.LayerToName(System.Int32)">
			<summary>Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the Tag Manager.</summary>
		</member>
		<member name="T:UnityEngine.LightRenderMode">
			<summary>How the Light is rendered.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.group">
			<summary>The name of the GUI group. Used to display ProceduralProperties in groups.</summary>
		</member>
		<member name="T:UnityEngine.SpriteMeshType">
			<summary>Defines the type of mesh generated for a sprite.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.processorType">
			<summary>Processor name (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)">
			<summary>Asynchronously loads asset with name from the bundle.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String)">
			<summary>Asynchronously loads asset with name from the bundle.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetAsync(System.String,System.Type)">
			<summary>Asynchronously loads asset with name from the bundle.</summary>
		</member>
		<member name="P:UnityEngine.Collision.relativeVelocity">
			<summary>The relative linear velocity of the two colliding objects (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.LightShadows">
			<summary>Shadow casting options for a Light.</summary>
		</member>
		<member name="M:UnityEngine.LayerMask.NameToLayer(System.String)">
			<summary>Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tag Manager.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.type">
			<summary>The ProceduralPropertyType describes what type of property this is.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.processorCount">
			<summary>Number of processors present (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.Sprite">
			<summary>Represents a Sprite object for use in 2D gameplay.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)">
			<summary>Loads asset and sub assets with name from the bundle.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String)">
			<summary>Loads asset and sub assets with name from the bundle.</summary>
		</member>
		<member name="P:UnityEngine.Collision.rigidbody">
			<summary>The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssets(System.String,System.Type)">
			<summary>Loads asset and sub assets with name from the bundle.</summary>
		</member>
		<member name="M:UnityEngine.LayerMask.GetMask(System.String[])">
			<summary>Given a set of layer names as defined by either a Builtin or a User Layer in the Tag Manager, returns the equivalent layer mask for all of them.</summary>
		</member>
		<member name="T:UnityEngine.FogMode">
			<summary>Fog mode to use.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.hasRange">
			<summary>If true, the Float or Vector property is constrained to values within a specified range.</summary>
		</member>
		<member name="T:UnityEngine.RuntimePlatform">
			<summary>The platform application is running. Returned by Application.platform.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.bounds">
			<summary>Bounds of the Sprite, specified by its center and extents in world space units.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.systemMemorySize">
			<summary>Amount of system memory present (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)">
			<summary>Loads asset with sub assets with name from the bundle asynchronously.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String)">
			<summary>Loads asset with sub assets with name from the bundle asynchronously.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAssetWithSubAssetsAsync(System.String,System.Type)">
			<summary>Loads asset with sub assets with name from the bundle asynchronously.</summary>
		</member>
		<member name="P:UnityEngine.Collision.collider">
			<summary>The Collider we hit (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.minimum">
			<summary>If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property.</summary>
		</member>
		<member name="T:UnityEngine.SystemLanguage">
			<summary>The language the user's operating system is running in. Returned by Application.systemLanguage.</summary>
		</member>
		<member name="P:UnityEngine.Collision.transform">
			<summary>The Transform of the object we hit (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsMemorySize">
			<summary>Amount of video memory present (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Sprite.rect">
			<summary>Location of the Sprite on the original Texture, specified in pixels.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.maximum">
			<summary>If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAllAssets()">
			<summary>Loads all assets contained in the asset bundle that inherit from type.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAllAssets()">
			<summary>Loads all assets contained in the asset bundle that inherit from type.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAllAssets(System.Type)">
			<summary>Loads all assets contained in the asset bundle that inherit from type.</summary>
		</member>
		<member name="P:UnityEngine.Collision.gameObject">
			<summary>The GameObject whose collider we are colliding with. (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.ShadowProjection">
			<summary>Shadow projection type for Quality Settings.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceName">
			<summary>The name of the graphics device (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.LogType">
			<summary>The type of the log message in the delegate registered with Application.RegisterLogCallback.</summary>
		</member>
		<member name="T:UnityEngine.CameraClearFlags">
			<summary>Values for Camera.clearFlags, determining what to clear when rendering a Camera.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.pixelsPerUnit">
			<summary>The number of pixels in the sprite that correspond to one unit in world space. (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.step">
			<summary>Specifies the step size of this Float or Vector property. Zero is no step.</summary>
		</member>
		<member name="P:UnityEngine.Collision.contacts">
			<summary>The contact points generated by the physics engine.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync()">
			<summary>Loads all assets contained in the asset bundle asynchronously.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync()">
			<summary>Loads all assets contained in the asset bundle asynchronously.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAllAssetsAsync(System.Type)">
			<summary>Loads all assets contained in the asset bundle asynchronously.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendor">
			<summary>The vendor of the graphics device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Sprite.texture">
			<summary>Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite.</summary>
		</member>
		<member name="T:UnityEngine.CollisionFlags">
			<summary>CollisionFlags is a bitmask returned by CharacterController.Move.</summary>
		</member>
		<member name="T:UnityEngine.DepthTextureMode">
			<summary>Depth texture generation mode for Camera.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.enumOptions">
			<summary>The available options for a ProceduralProperty of type Enum.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceID">
			<summary>The identifier code of the graphics device (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.Unload(System.Boolean)">
			<summary>Unloads all assets in the bundle.</summary>
		</member>
		<member name="T:UnityEngine.ControllerColliderHit">
			<summary>ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.componentLabels">
			<summary>The names of the individual components of a Vector2/3/4 ProceduralProperty.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.textureRect">
			<summary>Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas.</summary>
		</member>
		<member name="T:UnityEngine.AnisotropicFiltering">
			<summary>Anisotropic filtering mode.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.GetAllAssetNames()">
			<summary>Return all asset names in the AssetBundle.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.controller">
			<summary>The controller that hit the collider.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.textureRectOffset">
			<summary>Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendorID">
			<summary>The identifier code of the graphics device vendor (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.ProceduralMaterial">
			<summary>Class for ProceduralMaterial handling.</summary>
		</member>
		<member name="T:UnityEngine.BlendWeights">
			<summary>Blend weights.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.GetAllScenePaths()">
			<summary>Return all the scene asset paths (paths to *.unity assets) in the AssetBundle.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packed">
			<summary>Returns true if this Sprite is packed in an atlas.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.collider">
			<summary>The collider that was hit by the controller.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.cacheSize">
			<summary>Set or get the Procedural cache budget.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVersion">
			<summary>The graphics API version supported by the graphics device (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.MeshTopology">
			<summary>Topology of Mesh faces.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsShaderLevel">
			<summary>Graphics device shader capability level (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.AssetBundleManifest">
			<summary>Manifest for all the assetBundle in the build.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.rigidbody">
			<summary>The rigidbody that was hit by the controller.</summary>
		</member>
		<member name="T:UnityEngine.SkinQuality">
			<summary>The maximum number of bones affecting a single vertex.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packingMode">
			<summary>If Sprite is packed (see Sprite.packed), returns its SpritePackingMode.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsMultiThreaded">
			<summary>Is graphics device using multi-threaded rendering (Read Only)?</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.animationUpdateRate">
			<summary>Set or get the update rate in millisecond of the animated substance.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.gameObject">
			<summary>The game object that was hit by the controller.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundles()">
			<summary>Get all the AssetBundles in the manifest.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packingRotation">
			<summary>If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundleManifest.GetAllAssetBundlesWithVariant()">
			<summary>Get all the AssetBundles with variant in the manifest.</summary>
		</member>
		<member name="T:UnityEngine.ColorSpace">
			<summary>Valid color spaces.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.transform">
			<summary>The transform that was hit by the controller.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsShadows">
			<summary>Are built-in shadows supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isProcessing">
			<summary>Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.pivot">
			<summary>Location of the Sprite's center point in the Rect on the original Texture, specified in pixels.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsRenderTextures">
			<summary>Are render textures supported? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.AssetBundleManifest.GetAssetBundleHash(System.String)">
			<summary>Get the hash for the given AssetBundle.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.point">
			<summary>The impact point in world space.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isCachedDataAvailable">
			<summary>Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors).</summary>
		</member>
		<member name="T:UnityEngine.ScreenOrientation">
			<summary>Describes screen orientation.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.border">
			<summary>Returns the border sizes of the sprite.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsRenderToCubemap">
			<summary>Are cubemap render textures supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isLoadTimeGenerated">
			<summary>Should the ProceduralMaterial be generated at load time?</summary>
		</member>
		<member name="M:UnityEngine.AssetBundleManifest.GetDirectDependencies(System.String)">
			<summary>Get the direct dependent AssetBundles for the given AssetBundle.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.normal">
			<summary>The normal of the surface we collided with in world space.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsImageEffects">
			<summary>Are image effects supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Sprite.vertices">
			<summary>Returns a copy of the array containing sprite mesh vertex positions.</summary>
		</member>
		<member name="T:UnityEngine.FilterMode">
			<summary>Filtering mode for textures. Corresponds to the settings in a texture inspector.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.loadingBehavior">
			<summary>Get ProceduralMaterial loading behavior.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isSupported">
			<summary>Check if ProceduralMaterials are supported on the current platform.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundleManifest.GetAllDependencies(System.String)">
			<summary>Get all the dependent AssetBundles for the given AssetBundle.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.moveDirection">
			<summary>The direction the CharacterController was moving in when the collision occured.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.triangles">
			<summary>Returns a copy of the array containing sprite mesh triangles.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supports3DTextures">
			<summary>Are 3D (volume) textures supported? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.TextureWrapMode">
			<summary>Wrap mode for textures.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.moveLength">
			<summary>How far the character has travelled until it hit the collider.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.substanceProcessorUsage">
			<summary>Used to specify the Substance engine CPU usage.</summary>
		</member>
		<member name="T:UnityEngine.NPOTSupport">
			<summary>NPOT textures support.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.uv">
			<summary>The base texture coordinates of the sprite mesh.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsComputeShaders">
			<summary>Are compute shaders supported? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.WaitForEndOfFrame">
			<summary>Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.preset">
			<summary>Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures).</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType,UnityEngine.Vector4)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="T:UnityEngine.CharacterController">
			<summary>A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="T:UnityEngine.TextureFormat">
			<summary>Format used when creating textures from scripts.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isReadable">
			<summary>Set or get the "Readable" flag for a ProceduralMaterial.</summary>
		</member>
		<member name="T:UnityEngine.Coroutine">
			<summary>MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsInstancing">
			<summary>Is GPU draw call instancing supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.isGrounded">
			<summary>Was the CharacterController touching the ground during the last move?</summary>
		</member>
		<member name="T:UnityEngine.CubemapFace">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Sprite.OverrideGeometry(UnityEngine.Vector2[],System.UInt16[])">
			<summary>Sets up new Sprite geometry.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralPropertyDescriptions()">
			<summary>Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.</summary>
		</member>
		<member name="T:UnityEngine.ScriptableObject">
			<summary>A class you can derive from if you want to create objects that don't need to be attached to game objects.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsSparseTextures">
			<summary>Are sparse textures supported? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.HasProceduralProperty(System.String)">
			<summary>Checks if the ProceduralMaterial has a ProceduralProperty of a given name.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.velocity">
			<summary>The current relative velocity of the Character (see notes).</summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.String)">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.Type)">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance()">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="T:UnityEngine.RenderTextureFormat">
			<summary>Format of a RenderTexture.</summary>
		</member>
		<member name="T:UnityEngine.SpriteRenderer">
			<summary>Renders a Sprite for 2D graphics.</summary>
		</member>
		<member name="T:UnityEngine.ThreadPriority">
			<summary>Priority of a thread.</summary>
		</member>
		<member name="P:UnityEngine.SpriteRenderer.sprite">
			<summary>The Sprite to render.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportedRenderTargetCount">
			<summary>How many simultaneous render targets (MRTs) are supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.collisionFlags">
			<summary>What part of the capsule collided with the environment during the last CharacterController.Move call.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralBoolean(System.String)">
			<summary>Get a named Procedural boolean property.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.radius">
			<summary>The radius of the character's capsule.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralBoolean(System.String,System.Boolean)">
			<summary>Set a named Procedural boolean property.</summary>
		</member>
		<member name="T:UnityEngine.Profiler">
			<summary>Controls the Profiler from script.</summary>
		</member>
		<member name="T:UnityEngine.RenderTextureReadWrite">
			<summary>Color space conversion mode of a RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.SpriteRenderer.color">
			<summary>Rendering color for the Sprite graphic.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsStencil">
			<summary>Is the stencil buffer supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.height">
			<summary>The height of the character's capsule.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralFloat(System.String)">
			<summary>Get a named Procedural float property.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.npotSupport">
			<summary>What NPOT (ie, non-power of two resolution) support does the GPU provide? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Profiler.logFile">
			<summary>Sets profiler output file in built players.</summary>
		</member>
		<member name="F:UnityEngine.RenderTextureReadWrite.sRGB">
			<summary>sRGB reads and writes to this render texture.</summary>
		</member>
		<member name="T:UnityEngine.Hash128">
			<summary>Represent the hash value.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.center">
			<summary>The center of the character's capsule relative to the transform's position.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceUniqueIdentifier">
			<summary>A unique device identifier. It is guaranteed to be unique for every device (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Hash128.ToString()">
			<summary>Convert Hash128 to string.</summary>
		</member>
		<member name="T:UnityEngine.LightmapsMode">
			<summary>Lightmap (and lighting) configuration mode, controls how lightmaps interact with lighting and what kind of information they store.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralFloat(System.String,System.Single)">
			<summary>Set a named Procedural float property.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceName">
			<summary>The user defined name of the device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Profiler.enableBinaryLog">
			<summary>Sets profiler output file in built players.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.slopeLimit">
			<summary>The character controllers slope limit in degrees.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralVector(System.String)">
			<summary>Get a named Procedural vector property.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceModel">
			<summary>The model of the device (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.MaterialGlobalIlluminationFlags">
			<summary>How the material should interact with lightmaps and lightprobes.</summary>
		</member>
		<member name="P:UnityEngine.Profiler.enabled">
			<summary>Enables the Profiler.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.stepOffset">
			<summary>The character controllers step offset in meters.</summary>
		</member>
		<member name="P:UnityEngine.Profiler.usedHeapSize">
			<summary>Heap size used by the program.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralVector(System.String,UnityEngine.Vector4)">
			<summary>Set a named Procedural vector property.</summary>
		</member>
		<member name="T:UnityEngine.Social">
			<summary>Generic access to the Social API.</summary>
		</member>
		<member name="M:UnityEngine.Hash128.Parse(System.String)">
			<summary>Convert the input string to Hash128.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.detectCollisions">
			<summary>Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).</summary>
		</member>
		<member name="M:UnityEngine.Profiler.AddFramesFromFile(System.String)">
			<summary>Displays the recorded profiledata in the profiler.</summary>
		</member>
		<member name="T:UnityEngine.WWW">
			<summary>Simple access to web pages.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsAccelerometer">
			<summary>Is an accelerometer available on the device?</summary>
		</member>
		<member name="M:UnityEngine.CharacterController.SimpleMove(UnityEngine.Vector3)">
			<summary>Moves the character with speed.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.BeginSample(System.String)">
			<summary>Begin profiling a piece of code with a custom label.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.BeginSample(System.String,UnityEngine.Object)">
			<summary>Begin profiling a piece of code with a custom label.</summary>
		</member>
		<member name="P:UnityEngine.WWW.responseHeaders">
			<summary>Dictionary of headers returned by the request.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralColor(System.String)">
			<summary>Get a named Procedural color property.</summary>
		</member>
		<member name="P:UnityEngine.Social.localUser">
			<summary>The local user (potentially not logged in).</summary>
		</member>
		<member name="M:UnityEngine.Profiler.EndSample()">
			<summary>End profiling a piece of code with a custom label.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsGyroscope">
			<summary>Is a gyroscope available on the device?</summary>
		</member>
		<member name="M:UnityEngine.CharacterController.Move(UnityEngine.Vector3)">
			<summary>A more complex move function taking absolute movement deltas.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetRuntimeMemorySize(UnityEngine.Object)">
			<summary>Returns the runtime memory usage of the resource.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadUsers(System.String[],System.Action`1<UnityEngine.SocialPlatforms.IUserProfile[]>)">
			<summary>Load the user profiles accociated with the given array of user IDs.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralColor(System.String,UnityEngine.Color)">
			<summary>Set a named Procedural color property.</summary>
		</member>
		<member name="T:UnityEngine.ClothSkinningCoefficient">
			<summary>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</summary>
		</member>
		<member name="P:UnityEngine.WWW.text">
			<summary>Returns the contents of the fetched web page as a string (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsLocationService">
			<summary>Is the device capable of reporting its location?</summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetMonoHeapSize()">
			<summary>Returns the size of the mono heap.</summary>
		</member>
		<member name="M:UnityEngine.Social.ReportProgress(System.String,System.Double,System.Action`1<System.Boolean>)">
			<summary>Reports the progress of an achievement.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsVibration">
			<summary>Is the device capable of providing the user haptic feedback by vibration?</summary>
		</member>
		<member name="P:UnityEngine.WWW.bytes">
			<summary>Returns the contents of the fetched web page as a byte array (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
			<summary>Distance a vertex is allowed to travel from the skinned mesh vertex position.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralEnum(System.String)">
			<summary>Get a named Procedural enum property.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceType">
			<summary>Returns the kind of device the application is running on.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetMonoUsedSize()">
			<summary>Returns the used size from mono.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadAchievementDescriptions(System.Action`1<UnityEngine.SocialPlatforms.IAchievementDescription[]>)">
			<summary>Loads the achievement descriptions accociated with this application.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
			<summary>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</summary>
		</member>
		<member name="M:UnityEngine.SystemInfo.SupportsRenderTextureFormat(UnityEngine.RenderTextureFormat)">
			<summary>Is render texture format supported?</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralEnum(System.String,System.Int32)">
			<summary>Set a named Procedural enum property.</summary>
		</member>
		<member name="T:UnityEngine.CrashReport">
			<summary>Holds data for a single application crash event and provides access to all gathered crash reports.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadAchievements(System.Action`1<UnityEngine.SocialPlatforms.IAchievement[]>)">
			<summary>Load the achievements the logged in user has already achieved or reported progress on.</summary>
		</member>
		<member name="P:UnityEngine.WWW.error">
			<summary>Returns an error message if there was an error during the download (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralTexture(System.String)">
			<summary>Get a named Procedural texture property.</summary>
		</member>
		<member name="T:UnityEngine.ClothSphereColliderPair">
			<summary>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</summary>
		</member>
		<member name="P:UnityEngine.WWW.texture">
			<summary>Returns a Texture2D generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.CrashReport.time">
			<summary>Time, when the crash occured.</summary>
		</member>
		<member name="M:UnityEngine.Social.ReportScore(System.Int64,System.String,System.Action`1<System.Boolean>)">
			<summary>Report a score to a specific leaderboard.</summary>
		</member>
		<member name="M:UnityEngine.SystemInfo.SupportsTextureFormat(UnityEngine.TextureFormat)">
			<summary>Is texture format supported on this device?</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralTexture(System.String,UnityEngine.Texture2D)">
			<summary>Set a named Procedural texture property.</summary>
		</member>
		<member name="P:UnityEngine.WWW.textureNonReadable">
			<summary>Returns a non-readable Texture2D generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ClothSphereColliderPair.first">
			<summary>The first SphereCollider of a ClothSphereColliderPair.</summary>
		</member>
		<member name="T:UnityEngine.WaitForSeconds">
			<summary>Suspends the coroutine execution for the given amount of seconds.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadScores(System.String,System.Action`1<UnityEngine.SocialPlatforms.IScore[]>)">
			<summary>Load a default set of scores from the given leaderboard.</summary>
		</member>
		<member name="F:UnityEngine.CrashReport.text">
			<summary>Crash report data as formatted text.</summary>
		</member>
		<member name="P:UnityEngine.ClothSphereColliderPair.second">
			<summary>The second SphereCollider of a ClothSphereColliderPair.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyCached(System.String)">
			<summary>Checks if a named ProceduralProperty is cached for efficient runtime tweaking.</summary>
		</member>
		<member name="P:UnityEngine.WWW.audioClip">
			<summary>Returns a AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.WaitForFixedUpdate">
			<summary>Waits until next fixed frame rate update function. See Also: FixedUpdate.</summary>
		</member>
		<member name="P:UnityEngine.CrashReport.reports">
			<summary>Returns all currently available reports in a new array.</summary>
		</member>
		<member name="T:UnityEngine.Cloth">
			<summary>The Cloth class provides an interface to cloth simulation physics.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.CacheProceduralProperty(System.String,System.Boolean)">
			<summary>Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking.</summary>
		</member>
		<member name="M:UnityEngine.Social.CreateLeaderboard()">
			<summary>Create an ILeaderboard instance.</summary>
		</member>
		<member name="P:UnityEngine.WWW.movie">
			<summary>Returns a MovieTexture generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.sleepThreshold">
			<summary>Cloth's sleep threshold.</summary>
		</member>
		<member name="P:UnityEngine.CrashReport.lastReport">
			<summary>Returns last crash report, or null if no reports are available.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.ClearCache()">
			<summary>Clear the Procedural cache.</summary>
		</member>
		<member name="M:UnityEngine.Social.CreateAchievement()">
			<summary>Create an IAchievement instance.</summary>
		</member>
		<member name="P:UnityEngine.WWW.isDone">
			<summary>Is the download already finished? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.OcclusionPortal">
			<summary>The portal for dynamically changing occlusion at runtime.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.bendingStiffness">
			<summary>Bending stiffness of the cloth.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.RebuildTextures()">
			<summary>Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionPortal.open">
			<summary>Gets / sets the portal's open state.</summary>
		</member>
		<member name="M:UnityEngine.CrashReport.RemoveAll()">
			<summary>Remove all reports from available reports list.</summary>
		</member>
		<member name="P:UnityEngine.WWW.progress">
			<summary>How far has the download progressed (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Social.ShowAchievementsUI()">
			<summary>Show a default/system view of the games achievements.</summary>
		</member>
		<member name="M:UnityEngine.CrashReport.Remove()">
			<summary>Remove report from available reports list.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.stretchingStiffness">
			<summary>Stretching stiffness of the cloth.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.RebuildTexturesImmediately()">
			<summary>Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.</summary>
		</member>
		<member name="M:UnityEngine.Social.ShowLeaderboardUI()">
			<summary>Show a default/system view of the games leaderboards.</summary>
		</member>
		<member name="T:UnityEngine.RenderSettings">
			<summary>The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light.</summary>
		</member>
		<member name="P:UnityEngine.WWW.uploadProgress">
			<summary>How far has the upload progressed (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.damping">
			<summary>Damp cloth motion.</summary>
		</member>
		<member name="T:UnityEngine.CursorMode">
			<summary>How should the custom cursor be rendered.</summary>
		</member>
		<member name="T:UnityEngine.PropertyAttribute">
			<summary>Base class to derive custom property attributes from. Use this to create custom attributes for script variables.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.StopRebuilds()">
			<summary>Discard all the queued ProceduralMaterial rendering operations that have not started yet.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fog">
			<summary>Is fog enabled?</summary>
		</member>
		<member name="P:UnityEngine.WWW.bytesDownloaded">
			<summary>The number of bytes downloaded by this WWW query (read only).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.externalAcceleration">
			<summary>A constant, external acceleration applied to the cloth.</summary>
		</member>
		<member name="T:UnityEngine.CursorLockMode">
			<summary>How the cursor should behave.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTextures()">
			<summary>Get generated textures.</summary>
		</member>
		<member name="P:UnityEngine.PropertyAttribute.order">
			<summary>Optional field to specify the order that multiple DecorationDrawers should be drawn in.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogMode">
			<summary>Fog mode to use.</summary>
		</member>
		<member name="P:UnityEngine.WWW.oggVorbis">
			<summary>Load an Ogg Vorbis file into the audio clip.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.randomAcceleration">
			<summary>A random, external acceleration applied to the cloth.</summary>
		</member>
		<member name="T:UnityEngine.Cursor">
			<summary>Cursor API for setting the cursor that is used for rendering.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTexture(System.String)">
			<summary>This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name.</summary>
		</member>
		<member name="T:UnityEngine.ContextMenuItemAttribute">
			<summary>Use this attribute to add a context menu to a field that calls a  named method.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogColor">
			<summary>The color of the fog.</summary>
		</member>
		<member name="P:UnityEngine.WWW.url">
			<summary>The URL of this WWW request (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.useGravity">
			<summary>Should gravity affect the cloth simulation?</summary>
		</member>
		<member name="T:UnityEngine.ProceduralTexture">
			<summary>Class for ProceduralTexture handling.</summary>
		</member>
		<member name="P:UnityEngine.Cursor.visible">
			<summary>Should the cursor be visible?</summary>
		</member>
		<member name="F:UnityEngine.ContextMenuItemAttribute.name">
			<summary>The name of the context menu item.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogDensity">
			<summary>The density of the exponential fog.</summary>
		</member>
		<member name="P:UnityEngine.WWW.assetBundle">
			<summary>Streams an AssetBundle that can contain any kind of asset from the project folder.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralTexture.hasAlpha">
			<summary>Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.enabled">
			<summary>Is this cloth enabled?</summary>
		</member>
		<member name="P:UnityEngine.ProceduralTexture.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.ContextMenuItemAttribute.function">
			<summary>The name of the function that should be called.</summary>
		</member>
		<member name="P:UnityEngine.Cursor.lockState">
			<summary>How should the cursor be handled?</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogStartDistance">
			<summary>The starting distance of linear fog.</summary>
		</member>
		<member name="P:UnityEngine.WWW.threadPriority">
			<summary>Priority of AssetBundle decompression thread.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.vertices">
			<summary>The current vertex positions of the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralTexture.GetProceduralOutputType()">
			<summary>The output type of this ProceduralTexture.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogEndDistance">
			<summary>The ending distance of linear fog.</summary>
		</member>
		<member name="M:UnityEngine.Cursor.SetCursor(UnityEngine.Texture2D,UnityEngine.Vector2,UnityEngine.CursorMode)">
			<summary>Change the mouse cursor to the set texture OnMouseEnter.</summary>
		</member>
		<member name="T:UnityEngine.TooltipAttribute">
			<summary>Specify a tooltip for a field.</summary>
		</member>
		<member name="M:UnityEngine.WWW.Dispose()">
			<summary>Disposes of an existing WWW object.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.normals">
			<summary>The current normals of the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralTexture.GetPixels32(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Grab pixel values from a ProceduralTexture.</summary>
		</member>
		<member name="T:UnityEngine.OcclusionArea">
			<summary>OcclusionArea is an area in which occlusion culling is performed.</summary>
		</member>
		<member name="F:UnityEngine.TooltipAttribute.tooltip">
			<summary>The tooltip text.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientMode">
			<summary>Ambient lighting mode.</summary>
		</member>
		<member name="M:UnityEngine.WWW.EscapeURL(System.String)">
			<summary>Escapes characters in a string to ensure they are URL-friendly.</summary>
		</member>
		<member name="M:UnityEngine.WWW.EscapeURL(System.String,System.Text.Encoding)">
			<summary>Escapes characters in a string to ensure they are URL-friendly.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.friction">
			<summary>The friction of the cloth when colliding with the character.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionArea.center">
			<summary>Center of the occlusion area relative to the transform.</summary>
		</member>
		<member name="T:UnityEngine.Caching">
			<summary>The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload.</summary>
		</member>
		<member name="T:UnityEngine.SpaceAttribute">
			<summary>Use this PropertyAttribute to add some spacing in the Inspector.</summary>
		</member>
		<member name="M:UnityEngine.WWW.UnEscapeURL(System.String)">
			<summary>Converts URL-friendly escape sequences back to normal text.</summary>
		</member>
		<member name="M:UnityEngine.WWW.UnEscapeURL(System.String,System.Text.Encoding)">
			<summary>Converts URL-friendly escape sequences back to normal text.</summary>
		</member>
		<member name="P:UnityEngine.Caching.spaceFree">
			<summary>The number of currently unused bytes in the cache.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionArea.size">
			<summary>Size that the occlusion area will have.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.collisionMassScale">
			<summary>How much to increase mass of colliding particles.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientSkyColor">
			<summary>Ambient lighting coming from above.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.useContinuousCollision">
			<summary>Enable continuous collision to improve collision stability.</summary>
		</member>
		<member name="F:UnityEngine.SpaceAttribute.height">
			<summary>The spacing in pixels.</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.SkinnedMeshRenderer">
			<summary>The Skinned Mesh filter.</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean,System.Boolean)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean,System.Boolean,UnityEngine.AudioType)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Caching.maximumAvailableDiskSpace">
			<summary>The total number of bytes that can potentially be allocated for caching.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.useVirtualParticles">
			<summary>Add one virtual particle per triangle to improve collision stability.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientEquatorColor">
			<summary>Ambient lighting coming from the sides.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.bones">
			<summary>The bones used to skin the mesh.</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClipCompressed()">
			<summary>Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClipCompressed(System.Boolean)">
			<summary>Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClipCompressed(System.Boolean,UnityEngine.AudioType)">
			<summary>Returns an AudioClip generated from the downloaded data that is compressed in memory (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Caching.spaceOccupied">
			<summary>Used disk space in bytes.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.coefficients">
			<summary>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientGroundColor">
			<summary>Ambient lighting coming from below.</summary>
		</member>
		<member name="T:UnityEngine.HeaderAttribute">
			<summary>Use this PropertyAttribute to add a header above some fields in the Inspector.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.quality">
			<summary>The maximum number of bones affecting a single vertex.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadImageIntoTexture(UnityEngine.Texture2D)">
			<summary>Replaces the contents of an existing Texture2D with an image from the downloaded data.</summary>
		</member>
		<member name="P:UnityEngine.Caching.expirationDelay">
			<summary>The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.worldVelocityScale">
			<summary>How much world-space movement of the character will affect cloth vertices.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientLight">
			<summary>Flat ambient lighting color.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.sharedMesh">
			<summary>The mesh used for skinning.</summary>
		</member>
		<member name="F:UnityEngine.HeaderAttribute.header">
			<summary>The header text.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadUnityWeb()">
			<summary>Loads the new web player data file.</summary>
		</member>
		<member name="P:UnityEngine.Caching.enabled">
			<summary>Is Caching enabled?</summary>
		</member>
		<member name="P:UnityEngine.Cloth.worldAccelerationScale">
			<summary>How much world-space acceleration of the character will affect cloth vertices.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.updateWhenOffscreen">
			<summary>If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32)">
			<summary>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32,System.UInt32)">
			<summary>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</summary>
		</member>
		<member name="T:UnityEngine.RangeAttribute">
			<summary>Attribute used to make a float or int variable in a script be restricted to a specific range.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,UnityEngine.Hash128)">
			<summary>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,UnityEngine.Hash128,System.UInt32)">
			<summary>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientIntensity">
			<summary>How much the light from the Ambient Source affects the scene.</summary>
		</member>
		<member name="P:UnityEngine.Caching.ready">
			<summary>Is caching ready?</summary>
		</member>
		<member name="P:UnityEngine.Cloth.solverFrequency">
			<summary>Number of solver iterations per second.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.localBounds">
			<summary>AABB of this Skinned Mesh in its local space.</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int64,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int64,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="T:UnityEngine.WWWForm">
			<summary>Helper class to generate form data to post to web servers using the WWW class.</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int32,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.capsuleColliders">
			<summary>An array of CapsuleColliders which this Cloth instance should collide with.</summary>
		</member>
		<member name="T:UnityEngine.MultilineAttribute">
			<summary>Attribute to make a string be edited with a multi-line textfield.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientProbe">
			<summary>Custom or skybox ambient lighting data.</summary>
		</member>
		<member name="P:UnityEngine.WWWForm.headers">
			<summary>(Read Only) Returns the correct request headers for posting the form using the WWW class.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.BakeMesh(UnityEngine.Mesh)">
			<summary>Creates a snapshot of SkinnedMeshRenderer and stores it in mesh.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.sphereColliders">
			<summary>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</summary>
		</member>
		<member name="M:UnityEngine.Caching.CleanCache()">
			<summary>Delete all AssetBundle content that has been cached by the current application.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.reflectionIntensity">
			<summary>How much the skybox / custom cubemap reflection affects the scene.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.GetBlendShapeWeight(System.Int32)">
			<summary>Returns weight of BlendShape on this renderer.</summary>
		</member>
		<member name="T:UnityEngine.TextAreaAttribute">
			<summary>Attribute to make a string be edited with a height-flexible and scrollable text area.</summary>
		</member>
		<member name="M:UnityEngine.Cloth.ClearTransformMotion()">
			<summary>Clear the pending transform changes from affecting the cloth simulation.</summary>
		</member>
		<member name="P:UnityEngine.WWWForm.data">
			<summary>(Read Only) The raw data to pass as the POST request body when sending the form.</summary>
		</member>
		<member name="M:UnityEngine.Caching.IsVersionCached(System.String,System.Int32)">
			<summary>Checks if an AssetBundle is cached.</summary>
		</member>
		<member name="M:UnityEngine.Caching.IsVersionCached(System.String,UnityEngine.Hash128)">
			<summary>Checks if an AssetBundle is cached.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.reflectionBounces">
			<summary>How many times reflection reflects another reflection, for ex., if you set 1 bounce, a reflection will not reflect another reflection, and will show black.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.SetBlendShapeWeight(System.Int32,System.Single)">
			<summary>Sets weight of BlendShape on this renderer.</summary>
		</member>
		<member name="F:UnityEngine.TextAreaAttribute.minLines">
			<summary>The minimum amount of lines the text area will use.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.String)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="M:UnityEngine.Caching.MarkAsUsed(System.String,System.Int32)">
			<summary>Bumps the timestamp of a cached file to be the current time.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.String,System.Text.Encoding)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)">
			<summary>Fade the cloth simulation in or out.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.Int32)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean)">
			<summary>Fade the cloth simulation in or out.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.haloStrength">
			<summary>Size of the Light halos.</summary>
		</member>
		<member name="M:UnityEngine.Caching.MarkAsUsed(System.String,UnityEngine.Hash128)">
			<summary>Bumps the timestamp of a cached file to be the current time.</summary>
		</member>
		<member name="F:UnityEngine.TextAreaAttribute.maxLines">
			<summary>The maximum amount of lines the text area can show before it starts using a scrollbar.</summary>
		</member>
		<member name="T:UnityEngine.Flare">
			<summary>A flare asset. Read more about flares in the components reference.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String)">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[])">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String,System.String)">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="T:UnityEngine.Application.LogCallback">
			<summary>Use this delegate type with Application.logMessageReceived or Application.logMessageReceivedThreaded to monitor what gets logged.</summary>
		</member>
		<member name="T:UnityEngine.AsyncOperation">
			<summary>Asynchronous operation coroutine.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.flareStrength">
			<summary>The intensity of all flares in the scene.</summary>
		</member>
		<member name="T:UnityEngine.LensFlare">
			<summary>Script interface for a Lens flare component.</summary>
		</member>
		<member name="T:UnityEngine.RuntimeInitializeOnLoadMethodAttribute">
			<summary>Allow an runtime class method to be initialized when Unity game loads runtime without action from the user.</summary>
		</member>
		<member name="T:UnityEngine.Physics2D">
			<summary>Global settings and helpers for 2D physics.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.isDone">
			<summary>Has the operation finished? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.UserAuthorization">
			<summary>Constants to pass to Application.RequestUserAuthorization.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.flare">
			<summary>The flare asset to use.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.flareFadeSpeed">
			<summary>The fade speed of all flares in the scene.</summary>
		</member>
		<member name="T:UnityEngine.SelectionBaseAttribute">
			<summary>Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.progress">
			<summary>What's the operation's progress. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.velocityIterations">
			<summary>The number of iterations of the physics solver when considering objects' velocities.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.skybox">
			<summary>The global skybox to use.</summary>
		</member>
		<member name="T:UnityEngine.SharedBetweenAnimatorsAttribute">
			<summary>SharedBetweenAnimatorsAttribute is an attribute that specify that this StateMachineBehaviour should be instantiate only once and shared among all Animator instance. This attribute reduce the memory footprint for each controller instance.</summary>
		</member>
		<member name="T:UnityEngine.ApplicationInstallMode">
			<summary>Application installation mode (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.priority">
			<summary>Priority lets you tweak in which order async operation calls will be performed.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.brightness">
			<summary>The strength of the flare.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.allowSceneActivation">
			<summary>Allow scenes to be activated as soon as it is ready.</summary>
		</member>
		<member name="T:UnityEngine.StateMachineBehaviour">
			<summary>StateMachineBehaviour is a component that can be added to a state machine state. It's the base class every script on a state derives from.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.positionIterations">
			<summary>The number of iterations of the physics solver when considering objects' positions.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.defaultReflectionMode">
			<summary>Default reflection mode.</summary>
		</member>
		<member name="T:UnityEngine.ApplicationSandboxType">
			<summary>Application sandbox type.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.fadeSpeed">
			<summary>The fade speed of the flare.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.gravity">
			<summary>Acceleration due to gravity.</summary>
		</member>
		<member name="M:UnityEngine.StateMachineBehaviour.OnStateEnter(UnityEngine.Animator,UnityEngine.AnimatorStateInfo,System.Int32)">
			<summary>Called on the first Update frame when a statemachine evaluate this state.</summary>
		</member>
		<member name="T:UnityEngine.Behaviour">
			<summary>Behaviours are Components that can be enabled or disabled.</summary>
		</member>
		<member name="T:UnityEngine.NetworkReachability">
			<summary>Describes network reachability options.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.defaultReflectionResolution">
			<summary>Cubemap resolution for default reflection.</summary>
		</member>
		<member name="M:UnityEngine.StateMachineBehaviour.OnStateUpdate(UnityEngine.Animator,UnityEngine.AnimatorStateInfo,System.Int32)">
			<summary>Called at each Update frame except for the first and last frame.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.customReflection">
			<summary>Custom specular reflection cubemap.</summary>
		</member>
		<member name="M:UnityEngine.StateMachineBehaviour.OnStateExit(UnityEngine.Animator,UnityEngine.AnimatorStateInfo,System.Int32)">
			<summary>Called on the last update frame when a statemachine evaluate this state.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.color">
			<summary>The color of the flare.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.raycastsHitTriggers">
			<summary>Do raycasts detect Colliders configured as triggers?</summary>
		</member>
		<member name="P:UnityEngine.Behaviour.enabled">
			<summary>Enabled Behaviours are Updated, disabled Behaviours are not.</summary>
		</member>
		<member name="P:UnityEngine.Behaviour.isActiveAndEnabled">
			<summary>Has the Behaviour had enabled called.</summary>
		</member>
		<member name="T:UnityEngine.Renderer">
			<summary>General functionality for all renderers.</summary>
		</member>
		<member name="M:UnityEngine.StateMachineBehaviour.OnStateMove(UnityEngine.Animator,UnityEngine.AnimatorStateInfo,System.Int32)">
			<summary>Called right after MonoBehaviour.OnAnimatorMove.</summary>
		</member>
		<member name="T:UnityEngine.QualitySettings">
			<summary>Script interface for Quality Settings.</summary>
		</member>
		<member name="T:UnityEngine.Application">
			<summary>Access to application run-time data.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.raycastsStartInColliders">
			<summary>Do ray/line casts that start inside a collider(s) detect those collider(s)?</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.names">
			<summary>The indexed list of available Quality Settings.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.isPartOfStaticBatch">
			<summary>Has this renderer been statically batched with any other renderers?</summary>
		</member>
		<member name="T:UnityEngine.RenderingPath">
			<summary>Rendering path of a Camera.</summary>
		</member>
		<member name="M:UnityEngine.StateMachineBehaviour.OnStateIK(UnityEngine.Animator,UnityEngine.AnimatorStateInfo,System.Int32)">
			<summary>Called right after MonoBehaviour.OnAnimatorIK.</summary>
		</member>
		<member name="P:UnityEngine.Application.loadedLevel">
			<summary>The level index that was last loaded (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.deleteStopsCallbacks">
			<summary>Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.pixelLightCount">
			<summary>The maximum number of pixel lights that should affect any object.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.worldToLocalMatrix">
			<summary>Matrix that transforms a point from world space into local space (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.TransparencySortMode">
			<summary>Transparent object sorting mode of a Camera.</summary>
		</member>
		<member name="P:UnityEngine.Application.loadedLevelName">
			<summary>The name of the level that was last loaded (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.changeStopsCallbacks">
			<summary>Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.localToWorldMatrix">
			<summary>Matrix that transforms a point from local space into world space (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.StateMachineBehaviour.OnStateMachineEnter(UnityEngine.Animator,System.Int32)">
			<summary>Called on the first Update frame when a transition from a state from another statemachine transition to one of this statemachine's state.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.enabled">
			<summary>Makes the rendered 3D object visible if enabled.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.velocityThreshold">
			<summary>Any collisions with a relative linear velocity below this threshold will be treated as inelastic.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowProjection">
			<summary>Directional light shadow projection.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowCascades">
			<summary>Number of cascades to use for directional light shadows.</summary>
		</member>
		<member name="M:UnityEngine.StateMachineBehaviour.OnStateMachineExit(UnityEngine.Animator,System.Int32)">
			<summary>Called on the last Update frame when one of the statemachine's state is transitionning toward another state in another state machine.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxLinearCorrection">
			<summary>The maximum linear position correction used when solving constraints.  This helps to prevent overshoot.</summary>
		</member>
		<member name="T:UnityEngine.Camera">
			<summary>A Camera is a device through which the player views the world.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.shadowCastingMode">
			<summary>Does this object cast shadows?</summary>
		</member>
		<member name="P:UnityEngine.Application.isLoadingLevel">
			<summary>Is some level being loaded? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.TextGenerationSettings">
			<summary>A struct that stores the settings for TextGeneration.</summary>
		</member>
		<member name="F:UnityEngine.Camera.CameraCallback UnityEngine.Camera.onPreCull">
			<summary>Event that is fired before any camera starts culling.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowDistance">
			<summary>Shadow drawing distance.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.font">
			<summary>Font to use for generation.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.receiveShadows">
			<summary>Does this object receive shadows?</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxAngularCorrection">
			<summary>The maximum angular position correction used when solving constraints.  This helps to prevent overshoot.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowCascade2Split">
			<summary>The normalized cascade distribution for a 2 cascade setup. The value defines the position of the cascade with respect to Zero.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.material">
			<summary>Returns the first instantiated Material assigned to the renderer.</summary>
		</member>
		<member name="F:UnityEngine.Camera.CameraCallback UnityEngine.Camera.onPreRender">
			<summary>Event that is fired before any camera starts rendering.</summary>
		</member>
		<member name="P:UnityEngine.Application.levelCount">
			<summary>The total number of levels available (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.color">
			<summary>The base color for the text generation.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sharedMaterial">
			<summary>The shared material of this object.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowCascade4Split">
			<summary>The normalized cascade start position for a 4 cascade setup. Each member of the vector defines the normalized position of the coresponding cascade with respect to Zero.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxTranslationSpeed">
			<summary>The maximum linear speed of a rigid-body per physics update.  Increasing this can cause numerical problems.</summary>
		</member>
		<member name="F:UnityEngine.Camera.CameraCallback UnityEngine.Camera.onPostRender">
			<summary>Event that is fired after any camera finishes rendering.</summary>
		</member>
		<member name="P:UnityEngine.Application.streamedBytes">
			<summary>How many bytes have we downloaded from the main unity web stream (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Renderer.materials">
			<summary>Returns all the instantiated materials of this object.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.masterTextureLimit">
			<summary>A texture size limit applied to all textures.</summary>
		</member>
		<member name="P:UnityEngine.Camera.fieldOfView">
			<summary>The field of view of the camera in degrees.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sharedMaterials">
			<summary>All the shared materials of this object.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxRotationSpeed">
			<summary>The maximum angular speed of a rigid-body per physics update.  Increasing this can cause numerical problems.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.fontSize">
			<summary>Font size.</summary>
		</member>
		<member name="P:UnityEngine.Application.isPlaying">
			<summary>Returns true when in any kind of player (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.nearClipPlane">
			<summary>The near clipping plane distance.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.anisotropicFiltering">
			<summary>Global anisotropic filtering mode.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.bounds">
			<summary>The bounding volume of the renderer (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.farClipPlane">
			<summary>The far clipping plane distance.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.lodBias">
			<summary>Global multiplier for the LOD's switching distance.</summary>
		</member>
		<member name="P:UnityEngine.Application.isEditor">
			<summary>Are we running inside the Unity editor? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.minPenetrationForPenalty">
			<summary>The minimum contact penetration radius allowed before any separation impulse force is applied.  Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artefacts for vertex collision.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.lightmapIndex">
			<summary>The index of the baked lightmap applied to this renderer.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.lineSpacing">
			<summary>The line spacing multiplier.</summary>
		</member>
		<member name="P:UnityEngine.Application.isWebPlayer">
			<summary>Are we running inside a web player? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.baumgarteScale">
			<summary>The scale factor that controls how fast overlaps are resolved.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.realtimeLightmapIndex">
			<summary>The index of the realtime lightmap applied to this renderer.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.maximumLODLevel">
			<summary>A maximum LOD level. All LOD groups.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.richText">
			<summary>Allow rich text markup in generation.</summary>
		</member>
		<member name="P:UnityEngine.Application.platform">
			<summary>Returns the platform the game is running (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.renderingPath">
			<summary>Rendering path.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.lightmapScaleOffset">
			<summary>The UV scale &amp; offset used for a lightmap.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.fontStyle">
			<summary>Font style.</summary>
		</member>
		<member name="P:UnityEngine.Application.isMobilePlatform">
			<summary>Is the current Runtime platform a known mobile platform.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.particleRaycastBudget">
			<summary>Budget for how many ray casts can be performed per frame for approximate collision testing.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.baumgarteTOIScale">
			<summary>The scale factor that controls how fast TOI overlaps are resolved.</summary>
		</member>
		<member name="P:UnityEngine.Camera.actualRenderingPath">
			<summary>Actually used rendering path (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.softVegetation">
			<summary>Use a two-pass shader for the vegetation in the terrain engine.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.timeToSleep">
			<summary>The time in seconds that a rigid-body must be still before it will go to sleep.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.realtimeLightmapScaleOffset">
			<summary>The UV scale &amp; offset used for a realtime lightmap.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.textAnchor">
			<summary>How is the generated text anchored.</summary>
		</member>
		<member name="P:UnityEngine.Camera.hdr">
			<summary>High dynamic range rendering.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.isVisible">
			<summary>Is this renderer visible in any camera? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Application.isConsolePlatform">
			<summary>Is the current Runtime platform a known console platform.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.resizeTextForBestFit">
			<summary>Should the text be resized to fit the configured bounds?</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.linearSleepTolerance">
			<summary>A rigid-body cannot sleep if its linear velocity is above this tolerance.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.realtimeReflectionProbes">
			<summary>Enables realtime reflection probes.</summary>
		</member>
		<member name="P:UnityEngine.Application.runInBackground">
			<summary>Should the player be running when the application is in the background?</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.resizeTextMinSize">
			<summary>Minimum size for resized text.</summary>
		</member>
		<member name="P:UnityEngine.Camera.orthographicSize">
			<summary>Camera's half-size when in orthographic mode.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.useLightProbes">
			<summary>Should light probes be used for this Renderer?</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.resizeTextMaxSize">
			<summary>Maximum size for resized text.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.billboardsFaceCameraPosition">
			<summary>If enabled, billboards will face towards camera position rather than camera orientation.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.maxQueuedFrames">
			<summary>Maximum number of frames queued up by graphics driver.</summary>
		</member>
		<member name="P:UnityEngine.Application.dataPath">
			<summary>Contains the path to the game data folder (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.updateBounds">
			<summary>Should the text generator update the bounds from the generated text.</summary>
		</member>
		<member name="P:UnityEngine.Camera.orthographic">
			<summary>Is the camera orthographic (true) or perspective (false)?</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.angularSleepTolerance">
			<summary>A rigid-body cannot sleep if its angular velocity is above this tolerance.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.probeAnchor">
			<summary>If set, Renderer will use this Transform's position to find the light or reflection probe.</summary>
		</member>
		<member name="P:UnityEngine.Application.streamingAssetsPath">
			<summary>Contains the path to the StreamingAssets folder (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.vSyncCount">
			<summary>The VSync Count.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.verticalOverflow">
			<summary>What happens to text when it reaches the bottom generation bounds.</summary>
		</member>
		<member name="P:UnityEngine.Camera.transparencySortMode">
			<summary>Transparent object sorting mode.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.reflectionProbeUsage">
			<summary>Should reflection probes be used for this Renderer?</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.horizontalOverflow">
			<summary>What happens to text when it reaches the horizontal generation bounds.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.antiAliasing">
			<summary>Set The AA Filtering option.</summary>
		</member>
		<member name="P:UnityEngine.Camera.depth">
			<summary>Camera's depth in the camera rendering order.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.generationExtents">
			<summary>Extents that the generator will attempt to fit the text in.</summary>
		</member>
		<member name="P:UnityEngine.Application.persistentDataPath">
			<summary>Contains the path to a persistent data directory (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.aspect">
			<summary>The aspect ratio (width divided by height).</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingLayerName">
			<summary>Name of the Renderer's sorting layer.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.desiredColorSpace">
			<summary>Desired color space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D)">
			<summary>Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.pivot">
			<summary>Generated vertices are offset by the pivot.</summary>
		</member>
		<member name="P:UnityEngine.Camera.cullingMask">
			<summary>This is used to render parts of the scene selectively.</summary>
		</member>
		<member name="P:UnityEngine.Application.temporaryCachePath">
			<summary>Contains the path to a temporary data / cache directory (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingLayerID">
			<summary>Unique ID of the Renderer's sorting layer.</summary>
		</member>
		<member name="F:UnityEngine.TextGenerationSettings.generateOutOfBounds">
			<summary>Continue to generate characters even if the text runs out of bounds.</summary>
		</member>
		<member name="P:UnityEngine.Application.srcValue">
			<summary>The path to the web player data file relative to the html file (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.eventMask">
			<summary>Mask to select which layers can trigger events on the camera.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetIgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D)">
			<summary>Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.activeColorSpace">
			<summary>Active color space.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingOrder">
			<summary>Renderer's order within a sorting layer.</summary>
		</member>
		<member name="P:UnityEngine.Application.absoluteURL">
			<summary>The absolute path to the web player data file (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.backgroundColor">
			<summary>The color with which the screen will be cleared.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
			<summary>Choose whether to detect or ignore collisions between a specified pair of layers.</summary>
		</member>
		<member name="P:UnityEngine.Application.absoluteUrl">
			<summary>The absolute path to the web player data file (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Choose whether to detect or ignore collisions between a specified pair of layers.</summary>
		</member>
		<member name="T:UnityEngine.UnityAPICompatibilityVersionAttribute">
			<summary>Declares an assembly to be compatible (API wise) with a specific Unity API. Used by internal tools to avoid processing the assembly in order to decide whether assemblies may be using old Unity API.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.blendWeights">
			<summary>Blend weights.</summary>
		</member>
		<member name="P:UnityEngine.Application.unityVersion">
			<summary>The version of the Unity runtime used to play the content.</summary>
		</member>
		<member name="P:UnityEngine.Camera.rect">
			<summary>Where on the screen is the camera rendered in normalized coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetIgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Should collisions between the specified layers be ignored?</summary>
		</member>
		<member name="M:UnityEngine.Renderer.SetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
			<summary>Lets you add per-renderer material parameters without duplicating a material.</summary>
		</member>
		<member name="P:UnityEngine.Application.version">
			<summary>Returns application version number  (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IsTouching(UnityEngine.Collider2D,UnityEngine.Collider2D)">
			<summary>Check whether collider1 is touching collider2 or not.</summary>
		</member>
		<member name="P:UnityEngine.UnityAPICompatibilityVersionAttribute.version">
			<summary>Version of Unity API.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.GetQualityLevel()">
			<summary>Returns the current graphics quality level.</summary>
		</member>
		<member name="M:UnityEngine.Renderer.GetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
			<summary>Get per-renderer material property block.</summary>
		</member>
		<member name="P:UnityEngine.Camera.pixelRect">
			<summary>Where on the screen is the camera rendered in pixel coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Application.bundleIdentifier">
			<summary>Returns application bundle identifier at runtime.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IsTouchingLayers(UnityEngine.Collider2D,System.Int32)">
			<summary>Checks whether the collider is touching any colliders on the specified layerMask or not.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32,System.Boolean)">
			<summary>Sets a new graphics quality level.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaRunnable">
			<summary>AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IsTouchingLayers(UnityEngine.Collider2D)">
			<summary>Checks whether the collider is touching any colliders on the specified layerMask or not.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32)">
			<summary>Sets a new graphics quality level.</summary>
		</member>
		<member name="M:UnityEngine.Renderer.GetClosestReflectionProbes(System.Collections.Generic.List`1<UnityEngine.Rendering.ReflectionProbeBlendInfo>)">
			<summary>Returns an array of closest reflection probes with weights, weight shows how much influence the probe has on the renderer, this value is also used when blending between reflection probes occur.</summary>
		</member>
		<member name="P:UnityEngine.Camera.targetTexture">
			<summary>Destination render texture.</summary>
		</member>
		<member name="P:UnityEngine.Camera.pixelWidth">
			<summary>How wide is the camera in pixels (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Application.installMode">
			<summary>Returns application install mode (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="T:UnityEngine.LightmapsModeLegacy">
			<summary>Single, dual, or directional lightmaps rendering mode, used only in GIWorkflowMode.Legacy</summary>
		</member>
		<member name="P:UnityEngine.Camera.pixelHeight">
			<summary>How tall is the camera in pixels (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.IncreaseLevel(System.Boolean)">
			<summary>Increase the current quality level.</summary>
		</member>
		<member name="T:UnityEngine.Projector">
			<summary>A script interface for a projector component.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.IncreaseLevel()">
			<summary>Increase the current quality level.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Application.sandboxType">
			<summary>Returns application running in sandbox (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="T:UnityEngine.LightProbes">
			<summary>Stores light probes for the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Projector.nearClipPlane">
			<summary>The near clipping plane distance.</summary>
		</member>
		<member name="P:UnityEngine.Application.productName">
			<summary>Returns application product name (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.DecreaseLevel(System.Boolean)">
			<summary>Decrease the current quality level.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.DecreaseLevel()">
			<summary>Decrease the current quality level.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.positions">
			<summary>Positions of the baked light probes (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.cameraToWorldMatrix">
			<summary>Matrix that transforms from camera space to world space (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Application.companyName">
			<summary>Return application company name (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Projector.farClipPlane">
			<summary>The far clipping plane distance.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Projector.fieldOfView">
			<summary>The field of view of the projection in degrees.</summary>
		</member>
		<member name="T:UnityEngine.TextureCompressionQuality">
			<summary>Compression Quality.</summary>
		</member>
		<member name="P:UnityEngine.Application.cloudProjectId">
			<summary>A unique cloud project identifier. It is unique for every project (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.bakedProbes">
			<summary>Coefficients of baked light probes.</summary>
		</member>
		<member name="P:UnityEngine.Projector.aspectRatio">
			<summary>The aspect ratio of the projection.</summary>
		</member>
		<member name="P:UnityEngine.Camera.worldToCameraMatrix">
			<summary>Matrix that transforms from world to camera space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Application.webSecurityEnabled">
			<summary>Indicates whether Unity's webplayer security model is enabled.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.count">
			<summary>The number of light probes (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.MeshFilter">
			<summary>A class to access the Mesh of the mesh filter.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthoGraphicSize">
			<summary>Projection's half-size when in orthographic mode.</summary>
		</member>
		<member name="P:UnityEngine.Camera.projectionMatrix">
			<summary>Set a custom projection matrix.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="P:UnityEngine.Camera.velocity">
			<summary>Get the world-space speed of the camera (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Application.targetFrameRate">
			<summary>Instructs game to try to render at a specified frame rate.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.cellCount">
			<summary>The number of cells space is divided into (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.MeshFilter.mesh">
			<summary>Returns the instantiated Mesh assigned to the mesh filter.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthographic">
			<summary>Is the projection orthographic (true) or perspective (false)?</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthographicSize">
			<summary>Projection's half-size when in orthographic mode.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Camera.clearFlags">
			<summary>How the camera clears the background.</summary>
		</member>
		<member name="P:UnityEngine.Application.systemLanguage">
			<summary>The language the user's operating system is running in.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Projector.ignoreLayers">
			<summary>Which object layers are ignored by the projector.</summary>
		</member>
		<member name="P:UnityEngine.MeshFilter.sharedMesh">
			<summary>Returns the shared mesh of the mesh filter.</summary>
		</member>
		<member name="M:UnityEngine.LightProbes.GetInterpolatedProbe(UnityEngine.Vector3,UnityEngine.Renderer,UnityEngine.Rendering.SphericalHarmonicsL2&)">
			<summary>Returns an interpolated probe for the given position for both realtime and baked light probes combined.</summary>
		</member>
		<member name="P:UnityEngine.Camera.stereoEnabled">
			<summary>Stereoscopic rendering.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.Application.backgroundLoadingPriority">
			<summary>Priority of background loading thread.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="T:UnityEngine.CombineInstance">
			<summary>Struct used to describe meshes to be combined using Mesh.CombineMeshes.</summary>
		</member>
		<member name="T:UnityEngine.LightmapSettings">
			<summary>Stores lightmaps of the scene.</summary>
		</member>
		<member name="P:UnityEngine.Projector.material">
			<summary>The material that will be projected onto every object.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightmaps">
			<summary>Lightmap array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Camera.stereoSeparation">
			<summary>Distance between the virtual eyes.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Application.internetReachability">
			<summary>Returns the type of Internet reachability currently possible on the device.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.mesh">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Skybox">
			<summary>A script interface for the skybox component.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Application.genuine">
			<summary>Returns false if application is altered in any way after it was built.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightmapsModeLegacy">
			<summary>UnderlyingModel.MemDoc.MemDocModel</summary>
		</member>
		<member name="P:UnityEngine.Camera.stereoConvergence">
			<summary>Distance to a point where virtual eyes converge.</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.subMeshIndex">
			<summary>Submesh index of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.transform">
			<summary>Matrix to transform the mesh with before combining.</summary>
		</member>
		<member name="P:UnityEngine.Skybox.material">
			<summary>The material used by the skybox.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightmapsMode">
			<summary>Single, Dual or Directional lightmaps rendering mode.</summary>
		</member>
		<member name="P:UnityEngine.Camera.targetDisplay">
			<summary>Set the target display for this Camera.</summary>
		</member>
		<member name="P:UnityEngine.Application.genuineCheckAvailable">
			<summary>Returns true if application integrity can be confirmed.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.bakedColorSpace">
			<summary>Color space of the lightmap.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray,System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="T:UnityEngine.TrailRenderer">
			<summary>The trail renderer is used to make trails behind objects in the scene as they move about.</summary>
		</member>
		<member name="T:UnityEngine.Mesh">
			<summary>A class that allows creating or modifying meshes from scripts.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightProbes">
			<summary>Holds all data needed by the light probes.</summary>
		</member>
		<member name="M:UnityEngine.Application.Quit()">
			<summary>Quits the player application.</summary>
		</member>
		<member name="P:UnityEngine.Camera.main">
			<summary>The first enabled camera tagged "MainCamera" (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.time">
			<summary>How long does the trail take to fade out.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.isReadable">
			<summary>Returns state of the Read/Write Enabled checkbox when model was imported.</summary>
		</member>
		<member name="M:UnityEngine.Application.CancelQuit()">
			<summary>Cancels quitting the application. This is useful for showing a splash screen at the end of a game.</summary>
		</member>
		<member name="P:UnityEngine.Camera.current">
			<summary>The camera we are currently rendering with, for low-level render control only (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.GeometryUtility">
			<summary>Utility class for common geometric functions.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.startWidth">
			<summary>The width of the trail at the spawning point.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray,System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="P:UnityEngine.Camera.allCameras">
			<summary>Returns all enabled cameras in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevel(System.Int32)">
			<summary>Loads the level by its name or index.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevel(System.String)">
			<summary>Loads the level by its name or index.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[])">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="P:UnityEngine.Camera.allCamerasCount">
			<summary>The number of cameras in the current scene.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.endWidth">
			<summary>The width of the trail at the end of the trail.</summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Camera)">
			<summary>Calculates frustum planes.</summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Matrix4x4)">
			<summary>Calculates frustum planes.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.vertices">
			<summary>Returns a copy of the vertex positions or assigns a new vertex positions array.</summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.TestPlanesAABB(UnityEngine.Plane[],UnityEngine.Bounds)">
			<summary>Returns true if bounds are inside the plane array.</summary>
		</member>
		<member name="P:UnityEngine.Camera.useOcclusionCulling">
			<summary>Whether or not the Camera will use occlusion culling during rendering.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAsync(System.Int32)">
			<summary>Loads the level asynchronously in the background.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAsync(System.String)">
			<summary>Loads the level asynchronously in the background.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.autodestruct">
			<summary>Does the GameObject of this trail renderer auto destructs?</summary>
		</member>
		<member name="T:UnityEngine.Screen">
			<summary>Access to display information.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.Int32)">
			<summary>Loads the level additively and asynchronously in the background.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.String)">
			<summary>Loads the level additively and asynchronously in the background.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="P:UnityEngine.Camera.layerCullDistances">
			<summary>Per-layer culling distances.</summary>
		</member>
		<member name="T:UnityEngine.LineRenderer">
			<summary>The line renderer is used to draw free-floating lines in 3D space.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.normals">
			<summary>The normals of the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="P:UnityEngine.Screen.resolutions">
			<summary>All fullscreen resolutions supported by the monitor (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAdditive(System.Int32)">
			<summary>Loads a level additively.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAdditive(System.String)">
			<summary>Loads a level additively.</summary>
		</member>
		<member name="P:UnityEngine.Camera.layerCullSpherical">
			<summary>How to perform per-layer culling for a Camera.</summary>
		</member>
		<member name="P:UnityEngine.LineRenderer.useWorldSpace">
			<summary>If enabled, the lines are defined in world space.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.tangents">
			<summary>The tangents of the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.Int32)">
			<summary>How far has the download progressed? [0...1].</summary>
		</member>
		<member name="M:UnityEngine.LineRenderer.SetWidth(System.Single,System.Single)">
			<summary>Set the line width at the start and at the end.</summary>
		</member>
		<member name="P:UnityEngine.Screen.showCursor">
			<summary>Should the cursor be visible?</summary>
		</member>
		<member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.String)">
			<summary>How far has the download progressed? [0...1].</summary>
		</member>
		<member name="P:UnityEngine.Camera.depthTextureMode">
			<summary>How and if camera generates a depth texture.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.uv">
			<summary>The base texture coordinates of the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.Int32)">
			<summary>Can the streamed level be loaded?</summary>
		</member>
		<member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.String)">
			<summary>Can the streamed level be loaded?</summary>
		</member>
		<member name="P:UnityEngine.Screen.lockCursor">
			<summary>Should the cursor be locked?</summary>
		</member>
		<member name="P:UnityEngine.Camera.clearStencilAfterLightingPass">
			<summary>Should the camera clear the stencil buffer after the deferred light pass?</summary>
		</member>
		<member name="M:UnityEngine.LineRenderer.SetColors(UnityEngine.Color,UnityEngine.Color)">
			<summary>Set the line color at the start and at the end.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.uv2">
			<summary>The second texture coordinate set of the mesh, if present.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.uv3">
			<summary>The third texture coordinate set of the mesh, if present.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.uv4">
			<summary>The fourth texture coordinate set of the mesh, if present.</summary>
		</member>
		<member name="P:UnityEngine.Camera.commandBufferCount">
			<summary>Number of command buffers set up on this camera (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Screen.currentResolution">
			<summary>The current screen resolution (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.LineRenderer.SetVertexCount(System.Int32)">
			<summary>Set the number of line segments.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Application.CaptureScreenshot(System.String,System.Int32)">
			<summary>Captures a screenshot at path filename as a PNG file.</summary>
		</member>
		<member name="M:UnityEngine.Application.CaptureScreenshot(System.String)">
			<summary>Captures a screenshot at path filename as a PNG file.</summary>
		</member>
		<member name="P:UnityEngine.Screen.width">
			<summary>The current width of the screen window in pixels (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Application.HasProLicense()">
			<summary>Is Unity activated with the Pro license?</summary>
		</member>
		<member name="P:UnityEngine.Screen.height">
			<summary>The current height of the screen window in pixels (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
			<summary>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</summary>
		</member>
		<member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
			<summary>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.LineRenderer.SetPosition(System.Int32,UnityEngine.Vector3)">
			<summary>Set the position of the vertex in the line.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="P:UnityEngine.Screen.dpi">
			<summary>The current DPI of the screen / device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Mesh.bounds">
			<summary>The bounding volume of the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Application.ExternalCall(System.String,System.Object[])">
			<summary>Calls a function in the containing web page (Web Player only).</summary>
		</member>
		<member name="M:UnityEngine.Camera.ResetWorldToCameraMatrix()">
			<summary>Make the rendering position reflect the camera's position in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Application.ExternalEval(System.String)">
			<summary>Evaluates script snippet in the containing web page (Web Player only).</summary>
		</member>
		<member name="P:UnityEngine.Screen.fullScreen">
			<summary>Is the game running fullscreen?</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="T:UnityEngine.MaterialPropertyBlock">
			<summary>A block of material values to apply.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.colors">
			<summary>Vertex colors of the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.colors32">
			<summary>Vertex colors of the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ResetProjectionMatrix()">
			<summary>Make the projection reflect normal camera's parameters.</summary>
		</member>
		<member name="M:UnityEngine.Application.OpenURL(System.String)">
			<summary>Opens the url in a browser.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToPortrait">
			<summary>Allow auto-rotation to portrait?</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetFloat(System.String,System.Single)">
			<summary>Set a float property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetFloat(System.Int32,System.Single)">
			<summary>Set a float property.</summary>
		</member>
		<member name="T:UnityEngine.RaycastHit2D">
			<summary>Information returned about an object detected by a raycast in 2D physics.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.triangles">
			<summary>An array containing all triangles in the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ResetAspect()">
			<summary>Revert the aspect ratio to the screen's aspect ratio.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToPortraitUpsideDown">
			<summary>Allow auto-rotation to portrait, upside down?</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetVector(System.String,UnityEngine.Vector4)">
			<summary>Set a vector property.</summary>
		</member>
		<member name="M:UnityEngine.Application.RequestUserAuthorization(UnityEngine.UserAuthorization)">
			<summary>Request authorization to use the webcam or microphone in the Web Player.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetVector(System.Int32,UnityEngine.Vector4)">
			<summary>Set a vector property.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.centroid">
			<summary>The centroid of the primitive used to perform the cast.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToLandscapeLeft">
			<summary>Allow auto-rotation to landscape left?</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.point">
			<summary>The point in world space where the ray hit the collider's surface.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.vertexCount">
			<summary>Returns the number of vertices in the mesh (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToLandscapeRight">
			<summary>Allow auto-rotation to landscape right?</summary>
		</member>
		<member name="P:UnityEngine.Mesh.subMeshCount">
			<summary>The number of submeshes. Every material has a separate triangle list.</summary>
		</member>
		<member name="M:UnityEngine.Camera.WorldToScreenPoint(UnityEngine.Vector3)">
			<summary>Transforms position from world space into screen space.</summary>
		</member>
		<member name="M:UnityEngine.Application.HasUserAuthorization(UnityEngine.UserAuthorization)">
			<summary>Check if the user has authorized use of the webcam or microphone in the Web Player.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetColor(System.String,UnityEngine.Color)">
			<summary>Set a color property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetColor(System.Int32,UnityEngine.Color)">
			<summary>Set a color property.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.boneWeights">
			<summary>The bone weights of each vertex.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.normal">
			<summary>The normal vector of the surface hit by the ray.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.bindposes">
			<summary>The bind poses. The bind pose at each index refers to the bone with the same index.</summary>
		</member>
		<member name="M:UnityEngine.Camera.WorldToViewportPoint(UnityEngine.Vector3)">
			<summary>Transforms position from world space into viewport space.</summary>
		</member>
		<member name="P:UnityEngine.Screen.orientation">
			<summary>Specifies logical orientation of the screen.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Set a matrix property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Set a matrix property.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.blendShapeCount">
			<summary>Returns BlendShape count on this mesh.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ViewportToWorldPoint(UnityEngine.Vector3)">
			<summary>Transforms position from viewport space into world space.</summary>
		</member>
		<member name="P:UnityEngine.Screen.sleepTimeout">
			<summary>A power saving setting, allowing the screen to dim some time after the last active user interaction.</summary>
		</member>
		<member name="T:UnityEngine.NotFlashValidatedAttribute">
			<summary>Instructs the build pipeline not to try and validate a type or member for the flash platform. (obsolete in Unity 5.0 and above)</summary>
		</member>
		<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean,System.Int32)">
			<summary>Switches the screen resolution.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Clear(System.Boolean)">
			<summary>Clears all vertex data and all triangle indices.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ScreenToWorldPoint(UnityEngine.Vector3)">
			<summary>Transforms position from screen space into world space.</summary>
		</member>
		<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean)">
			<summary>Switches the screen resolution.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Clear()">
			<summary>Clears all vertex data and all triangle indices.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetTexture(System.String,UnityEngine.Texture)">
			<summary>Set a texture property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.SetTexture(System.Int32,UnityEngine.Texture)">
			<summary>Set a texture property.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.distance">
			<summary>The distance from the ray origin to the impact point.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.fraction">
			<summary>Fraction of the distance along the ray that the hit occurred.</summary>
		</member>
		<member name="T:UnityEngine.SleepTimeout">
			<summary>Constants for special values of Screen.sleepTimeout.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddFloat(System.String,System.Single)">
			<summary>Add a float material property.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.RecalculateBounds()">
			<summary>Recalculate the bounding volume of the mesh from the vertices.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddFloat(System.Int32,System.Single)">
			<summary>Add a float material property.</summary>
		</member>
		<member name="T:UnityEngine.NotRenamedAttribute">
			<summary>Prevent name mangling of constructors, methods, fields and properties.</summary>
		</member>
		<member name="T:UnityEngine.GL">
			<summary>Low-level graphics library.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddVector(System.String,UnityEngine.Vector4)">
			<summary>Add a vector material property.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.RecalculateNormals()">
			<summary>Recalculates the normals of the mesh from the triangles and vertices.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddVector(System.Int32,UnityEngine.Vector4)">
			<summary>Add a vector material property.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.collider">
			<summary>The collider hit by the ray.</summary>
		</member>
		<member name="T:UnityEngine.MonoBehaviour">
			<summary>MonoBehaviour is the base class every script derives from.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ScreenToViewportPoint(UnityEngine.Vector3)">
			<summary>Transforms position from screen space into viewport space.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Optimize()">
			<summary>Optimizes the mesh for display.</summary>
		</member>
		<member name="P:UnityEngine.GL.modelview">
			<summary>The current modelview matrix.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddColor(System.String,UnityEngine.Color)">
			<summary>Add a color material property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddColor(System.Int32,UnityEngine.Color)">
			<summary>Add a color material property.</summary>
		</member>
		<member name="P:UnityEngine.MonoBehaviour.useGUILayout">
			<summary>Disabling this lets you skip the GUI layout phase.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ViewportToScreenPoint(UnityEngine.Vector3)">
			<summary>Transforms position from viewport space into screen space.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.rigidbody">
			<summary>The Rigidbody2D attached to the object that was hit.</summary>
		</member>
		<member name="P:UnityEngine.GL.wireframe">
			<summary>Should rendering be done in wireframe?</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Add a matrix material property.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetTriangles(System.Int32)">
			<summary>Returns the triangle list for the submesh.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Add a matrix material property.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.Invoke(System.String,System.Single)">
			<summary>Invokes the method methodName in time seconds.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ViewportPointToRay(UnityEngine.Vector3)">
			<summary>Returns a ray going from camera through a viewport point.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddTexture(System.String,UnityEngine.Texture)">
			<summary>Add a texture material property.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.SetTriangles(System.Int32[],System.Int32)">
			<summary>Sets the triangle list for the submesh.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.InvokeRepeating(System.String,System.Single,System.Single)">
			<summary>Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddTexture(System.Int32,UnityEngine.Texture)">
			<summary>Add a texture material property.</summary>
		</member>
		<member name="P:UnityEngine.GL.invertCulling">
			<summary>Select whether to invert the backface culling (true) or not (false).</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.transform">
			<summary>The Transform of the object that was hit.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ScreenPointToRay(UnityEngine.Vector3)">
			<summary>Returns a ray going from camera through a screen point.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.String)">
			<summary>Get a float from the property block.</summary>
		</member>
		<member name="M:UnityEngine.GL.Vertex3(System.Single,System.Single,System.Single)">
			<summary>Submit a vertex.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.Int32)">
			<summary>Get a float from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.CancelInvoke()">
			<summary>Cancels all Invoke calls on this MonoBehaviour.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.CancelInvoke(System.String)">
			<summary>Cancels all Invoke calls on this MonoBehaviour.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodyInterpolation2D">
			<summary>Interpolation mode for Rigidbody2D objects.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetIndices(System.Int32)">
			<summary>Returns the index buffer for the submesh.</summary>
		</member>
		<member name="M:UnityEngine.GL.Vertex(UnityEngine.Vector3)">
			<summary>Submit a vertex.</summary>
		</member>
		<member name="M:UnityEngine.Camera.GetAllCameras(UnityEngine.Camera[])">
			<summary>Fills an array of Camera with the current cameras in the scene, without allocating a new array.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32)">
			<summary>Sets the index buffer for the submesh.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.String)">
			<summary>Get a vector from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.IsInvoking(System.String)">
			<summary>Is any invoke on methodName pending?</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.Int32)">
			<summary>Get a vector from the property block.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodySleepMode2D">
			<summary>Settings for a Rigidbody2D's initial sleep state.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.IsInvoking()">
			<summary>Is any invoke on methodName pending?</summary>
		</member>
		<member name="M:UnityEngine.GL.Color(UnityEngine.Color)">
			<summary>Sets current vertex color.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetTopology(System.Int32)">
			<summary>Gets the topology of a submesh.</summary>
		</member>
		<member name="M:UnityEngine.Camera.Render()">
			<summary>Render the camera manually.</summary>
		</member>
		<member name="T:UnityEngine.CollisionDetectionMode2D">
			<summary>Options for the detection mode used by a Rigidbody2D.</summary>
		</member>
		<member name="M:UnityEngine.GL.TexCoord(UnityEngine.Vector3)">
			<summary>Sets current texture coordinate (v.x,v.y,v.z) for all texture units.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.String)">
			<summary>Get a matrix from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.Int32)">
			<summary>Get a matrix from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)">
			<summary>Starts a coroutine.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String,System.Object)">
			<summary>Starts a coroutine.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String)">
			<summary>Starts a coroutine.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderWithShader(UnityEngine.Shader,System.String)">
			<summary>Render the camera with shader replacement.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.String)">
			<summary>Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)">
			<summary>Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean,System.Boolean)">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean)">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)">
			<summary>Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[])">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="T:UnityEngine.ForceMode2D">
			<summary>Option for how to apply a force using Rigidbody2D.AddForce.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.String)">
			<summary>Get a texture from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.Int32)">
			<summary>Get a texture from the property block.</summary>
		</member>
		<member name="M:UnityEngine.GL.TexCoord2(System.Single,System.Single)">
			<summary>Sets current texture coordinate (x,y) for all texture units.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StopAllCoroutines()">
			<summary>Stops all coroutines running on this behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.MarkDynamic()">
			<summary>Optimize mesh for frequent updates.</summary>
		</member>
		<member name="M:UnityEngine.Camera.SetReplacementShader(UnityEngine.Shader,System.String)">
			<summary>Make the camera render with shader replacement.</summary>
		</member>
		<member name="M:UnityEngine.GL.TexCoord3(System.Single,System.Single,System.Single)">
			<summary>Sets current texture coordinate (x,y,z) for all texture units.</summary>
		</member>
		<member name="T:UnityEngine.Rigidbody2D">
			<summary>Rigidbody physics component for 2D sprites.</summary>
		</member>
		<member name="T:UnityEngine.TouchPhase">
			<summary>Describes phase of a finger touch.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.Clear()">
			<summary>Clear material property values.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ResetReplacementShader()">
			<summary>Remove shader replacement from camera.</summary>
		</member>
		<member name="M:UnityEngine.GL.MultiTexCoord2(System.Int32,System.Single,System.Single)">
			<summary>Sets current texture coordinate (x,y) for the actual texture unit.</summary>
		</member>
		<member name="T:UnityEngine.Graphics">
			<summary>Raw interface to Unity's drawing functions.</summary>
		</member>
		<member name="T:UnityEngine.IMECompositionMode">
			<summary>Controls IME input.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.position">
			<summary>The position of the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.GL.MultiTexCoord3(System.Int32,System.Single,System.Single,System.Single)">
			<summary>Sets current texture coordinate (x,y,z) to the actual texture unit.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.UploadMeshData(System.Boolean)">
			<summary>Upload previously done mesh modifications to the graphics API.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.Cubemap)">
			<summary>Render into a static cubemap from this camera.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.Cubemap,System.Int32)">
			<summary>Render into a static cubemap from this camera.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.RenderTexture)">
			<summary>Render into a static cubemap from this camera.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.RenderTexture,System.Int32)">
			<summary>Render into a static cubemap from this camera.</summary>
		</member>
		<member name="M:UnityEngine.GL.MultiTexCoord(System.Int32,UnityEngine.Vector3)">
			<summary>Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.</summary>
		</member>
		<member name="M:UnityEngine.Camera.CopyFrom(UnityEngine.Camera)">
			<summary>Makes this camera's settings match other camera.</summary>
		</member>
		<member name="M:UnityEngine.GL.Begin(System.Int32)">
			<summary>Begin drawing 3D primitives.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetBlendShapeName(System.Int32)">
			<summary>Returns name of BlendShape by given index.</summary>
		</member>
		<member name="M:UnityEngine.Camera.AddCommandBuffer(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer)">
			<summary>Add a command buffer to be executed at a specified place.</summary>
		</member>
		<member name="P:UnityEngine.Graphics.activeColorBuffer">
			<summary>Currently active color buffer (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.rotation">
			<summary>The rotation of the rigdibody.</summary>
		</member>
		<member name="T:UnityEngine.Touch">
			<summary>Structure describing the status of a finger touching the screen.</summary>
		</member>
		<member name="M:UnityEngine.GL.End()">
			<summary>End drawing 3D primitives.</summary>
		</member>
		<member name="T:UnityEngine.BoneWeight">
			<summary>Skinning bone weights of a vertex in the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.velocity">
			<summary>Linear velocity of the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Touch.fingerId">
			<summary>The unique index for the touch.</summary>
		</member>
		<member name="P:UnityEngine.Graphics.activeDepthBuffer">
			<summary>Currently active depth/stencil buffer (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Camera.RemoveCommandBuffer(UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer)">
			<summary>Remove command buffer from execution at a specified place.</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadOrtho()">
			<summary>Helper function to set up an ortho perspective transform.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.angularVelocity">
			<summary>Angular velocity in degrees per second.</summary>
		</member>
		<member name="P:UnityEngine.Touch.position">
			<summary>The position of the touch in pixel coordinates.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight0">
			<summary>Skinning weight for first bone.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RemoveCommandBuffers(UnityEngine.Rendering.CameraEvent)">
			<summary>Remove command buffers from execution at a specified place.</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadPixelMatrix()">
			<summary>Setup a matrix for pixel-correct rendering.</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadPixelMatrix(System.Single,System.Single,System.Single,System.Single)">
			<summary>Setup a matrix for pixel-correct rendering.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.mass">
			<summary>Mass of the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RemoveAllCommandBuffers()">
			<summary>Remove all command buffers set to execute for this camera.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.GL.Viewport(UnityEngine.Rect)">
			<summary>Set the rendering viewport.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean,UnityEngine.Transform)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,UnityEngine.Rendering.ShadowCastingMode,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.Touch.deltaPosition">
			<summary>The position delta since last change.</summary>
		</member>
		<member name="M:UnityEngine.Camera.GetCommandBuffers(UnityEngine.Rendering.CameraEvent)">
			<summary>Get command buffers to be executed at a specified place.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight1">
			<summary>Skinning weight for second bone.</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadProjectionMatrix(UnityEngine.Matrix4x4)">
			<summary>Load an arbitrary matrix to the current projection matrix.</summary>
		</member>
		<member name="P:UnityEngine.Touch.deltaTime">
			<summary>Amount of time that has passed since the last recorded change in Touch values.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.centerOfMass">
			<summary>The center of mass of the rigidBody in local space.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight2">
			<summary>Skinning weight for third bone.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="M:UnityEngine.Camera.CalculateObliqueMatrix(UnityEngine.Vector4)">
			<summary>Calculates and returns oblique near-plane projection matrix.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadIdentity()">
			<summary>Load the identity matrix to the current modelview matrix.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight3">
			<summary>Skinning weight for fourth bone.</summary>
		</member>
		<member name="P:UnityEngine.Touch.tapCount">
			<summary>Number of taps.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.worldCenterOfMass">
			<summary>Gets the center of mass of the rigidBody in global space.</summary>
		</member>
		<member name="T:UnityEngine.Camera.CameraCallback">
			<summary>Delegate type for camera callbacks.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.inertia">
			<summary>The rigidBody rotational inertia.</summary>
		</member>
		<member name="P:UnityEngine.Touch.phase">
			<summary>Describes the phase of the touch.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex0">
			<summary>Index of first bone.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.drag">
			<summary>Coefficient of drag.</summary>
		</member>
		<member name="M:UnityEngine.GL.MultMatrix(UnityEngine.Matrix4x4)">
			<summary>Multiplies the current modelview matrix with the one specified.</summary>
		</member>
		<member name="T:UnityEngine.ComputeShader">
			<summary>Compute Shader asset.</summary>
		</member>
		<member name="T:UnityEngine.DeviceOrientation">
			<summary>Describes physical orientation of the device as determined by the OS.</summary>
		</member>
		<member name="M:UnityEngine.GL.PushMatrix()">
			<summary>Saves both projection and modelview matrices to the matrix stack.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.angularDrag">
			<summary>Coefficient of angular drag.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex1">
			<summary>Index of second bone.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.FindKernel(System.String)">
			<summary>Find ComputeShader kernel index.</summary>
		</member>
		<member name="T:UnityEngine.AccelerationEvent">
			<summary>Structure describing acceleration status of the device.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex2">
			<summary>Index of third bone.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetFloat(System.String,System.Single)">
			<summary>Set a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.GL.PopMatrix()">
			<summary>Restores both projection and modelview matrices off the top of the matrix stack.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.gravityScale">
			<summary>The degree to which this object is affected by gravity.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.InternalDrawTextureArguments&)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="P:UnityEngine.AccelerationEvent.acceleration">
			<summary>Value of acceleration.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetInt(System.String,System.Int32)">
			<summary>Set an integer parameter.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex3">
			<summary>Index of fourth bone.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.isKinematic">
			<summary>Should this rigidbody be taken out of physics control?</summary>
		</member>
		<member name="M:UnityEngine.GL.GetGPUProjectionMatrix(UnityEngine.Matrix4x4,System.Boolean)">
			<summary>Compute GPU projection matrix from camera's projection matrix.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.ExecuteCommandBuffer(UnityEngine.Rendering.CommandBuffer)">
			<summary>Execute a command buffer.</summary>
		</member>
		<member name="P:UnityEngine.AccelerationEvent.deltaTime">
			<summary>Amount of time passed since last accelerometer measurement.</summary>
		</member>
		<member name="T:UnityEngine.RenderTexture">
			<summary>Render textures are textures that can be rendered to.</summary>
		</member>
		<member name="M:UnityEngine.GL.Clear(System.Boolean,System.Boolean,UnityEngine.Color)">
			<summary>Clear the current render buffer.</summary>
		</member>
		<member name="M:UnityEngine.GL.Clear(System.Boolean,System.Boolean,UnityEngine.Color,System.Single)">
			<summary>Clear the current render buffer.</summary>
		</member>
		<member name="M:UnityEngine.GL.ClearWithSkybox(System.Boolean,UnityEngine.Camera)">
			<summary>Clear the current render buffer with camera's skybox.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetVector(System.String,UnityEngine.Vector4)">
			<summary>Set a vector parameter.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.width">
			<summary>The width of the render texture in pixels.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture)">
			<summary>Copies source texture into destination render texture with a shader.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material)">
			<summary>Copies source texture into destination render texture with a shader.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,System.Int32)">
			<summary>Copies source texture into destination render texture with a shader.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material)">
			<summary>Copies source texture into destination render texture with a shader.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material,System.Int32)">
			<summary>Copies source texture into destination render texture with a shader.</summary>
		</member>
		<member name="T:UnityEngine.Gyroscope">
			<summary>Interface into the Gyroscope.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.fixedAngle">
			<summary>Should the rigidbody be prevented from rotating?</summary>
		</member>
		<member name="M:UnityEngine.GL.InvalidateState()">
			<summary>Invalidate the internally cached renderstates.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetFloats(System.String,System.Single[])">
			<summary>Set multiple consecutive float parameters at once.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.height">
			<summary>The height of the render texture in pixels.</summary>
		</member>
		<member name="M:UnityEngine.GL.IssuePluginEvent(System.Int32)">
			<summary>Send a user-defined event to a native code plugin.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.BlitMultiTap(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,UnityEngine.Vector2[])">
			<summary>Copies source texture into destination, for multi-tap shader.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.rotationRate">
			<summary>Returns rotation rate as measured by the device's gyroscope.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.simulated">
			<summary>Indicates whether the rigid body should be simulated or not by the physics system.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetInts(System.String,System.Int32[])">
			<summary>Set multiple consecutive integer parameters at once.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.RenderTexture)">
			<summary>Set random write target for DX11 pixel shaders.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.ComputeBuffer)">
			<summary>Set random write target for DX11 pixel shaders.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.rotationRateUnbiased">
			<summary>Returns unbiased rotation rate as measured by the device's gyroscope.</summary>
		</member>
		<member name="T:UnityEngine.MeshRenderer">
			<summary>Renders meshes inserted by the MeshFilter or TextMesh.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.depth">
			<summary>The precision of the render texture's depth buffer in bits (0, 16, 24 are supported).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.interpolation">
			<summary>Physics interpolation used between updates.</summary>
		</member>
		<member name="P:UnityEngine.MeshRenderer.additionalVertexStreams">
			<summary>Vertex attributes in this mesh will override or add attributes of the primary mesh in the MeshRenderer.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.gravity">
			<summary>Returns the gravity acceleration vector expressed in the device's reference frame.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.sRGB">
			<summary>Does this render texture use sRGB read / write (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.String,UnityEngine.Texture)">
			<summary>Set a texture parameter.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.ClearRandomWriteTargets()">
			<summary>Clear random write targets for DX11 pixel shaders.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.sleepMode">
			<summary>The sleep state that the rigidbody will initially be in.</summary>
		</member>
		<member name="T:UnityEngine.StaticBatchingUtility">
			<summary>StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetBuffer(System.Int32,System.String,UnityEngine.ComputeBuffer)">
			<summary>Sets an input or output compute buffer.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.userAcceleration">
			<summary>Returns the acceleration that the user is giving to the device.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.format">
			<summary>The color format of the render texture.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32,UnityEngine.CubemapFace)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer,System.Int32,UnityEngine.CubemapFace)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTargetSetup)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.collisionDetectionMode">
			<summary>The method used by the physics engine to check if two objects have collided.</summary>
		</member>
		<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject)">
			<summary>Combine will prepare all children of the staticBatchRoot for static batching.</summary>
		</member>
		<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject[],UnityEngine.GameObject)">
			<summary>Combine will prepare all children of the staticBatchRoot for static batching.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.attitude">
			<summary>Returns the attitude (ie, orientation in space) of the device.</summary>
		</member>
		<member name="T:UnityEngine.ImageEffectTransformsToLDR">
			<summary>When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.useMipMap">
			<summary>Use mipmaps on a render texture?</summary>
		</member>
		<member name="T:UnityEngine.Resolution">
			<summary>Represents a display resolution.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.MovePosition(UnityEngine.Vector2)">
			<summary>Moves the rigidbody to position.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.enabled">
			<summary>Sets or retrieves the enabled status of this gyroscope.</summary>
		</member>
		<member name="T:UnityEngine.ImageEffectOpaque">
			<summary>Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.Dispatch(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Execute a compute shader.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.MoveRotation(System.Single)">
			<summary>Rotates the rigidbody to angle.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.generateMips">
			<summary>Should mipmap levels be generated automatically?</summary>
		</member>
		<member name="P:UnityEngine.Resolution.width">
			<summary>Resolution width in pixels.</summary>
		</member>
		<member name="T:UnityEngine.Texture">
			<summary>Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.isCubemap">
			<summary>If enabled, this Render Texture will be used as a Cubemap.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.updateInterval">
			<summary>Sets or retrieves gyroscope interval in seconds.</summary>
		</member>
		<member name="T:UnityEngine.ComputeBufferType">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.IsSleeping()">
			<summary>Is the rigidbody "sleeping"?</summary>
		</member>
		<member name="P:UnityEngine.Resolution.height">
			<summary>Resolution height in pixels.</summary>
		</member>
		<member name="P:UnityEngine.Texture.width">
			<summary>Width of the texture in pixels. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.isVolume">
			<summary>If enabled, this Render Texture will be used as a Texture3D.</summary>
		</member>
		<member name="T:UnityEngine.LocationInfo">
			<summary>Structure describing device location.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.IsAwake()">
			<summary>Is the rigidbody "awake"?</summary>
		</member>
		<member name="P:UnityEngine.Texture.height">
			<summary>Height of the texture in pixels. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.ComputeBuffer">
			<summary>Data buffer to hold data for compute shaders.</summary>
		</member>
		<member name="P:UnityEngine.Resolution.refreshRate">
			<summary>Resolution's vertical refresh rate in Hz.</summary>
		</member>
		<member name="P:UnityEngine.Texture.filterMode">
			<summary>Filtering mode of the texture.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.Sleep()">
			<summary>Make the rigidbody "sleep".</summary>
		</member>
		<member name="P:UnityEngine.ComputeBuffer.count">
			<summary>Number of elements in the buffer (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.WakeUp()">
			<summary>Disables the "sleeping" state of a rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Texture.anisoLevel">
			<summary>Anisotropic filtering level of the texture.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.latitude">
			<summary>Geographical device location latitude.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.volumeDepth">
			<summary>Volume extent of a 3D render texture.</summary>
		</member>
		<member name="T:UnityEngine.LightmapData">
			<summary>Data of a lightmap.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2,UnityEngine.ForceMode2D)">
			<summary>Apply a force to the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.longitude">
			<summary>Geographical device location latitude.</summary>
		</member>
		<member name="P:UnityEngine.Texture.wrapMode">
			<summary>Wrap mode (Repeat or Clamp) of the texture.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2)">
			<summary>Apply a force to the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.ComputeBuffer.stride">
			<summary>Size of one element in the buffer (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.antiAliasing">
			<summary>The antialiasing level for the RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.LightmapData.lightmapFar">
			<summary>Lightmap storing the full incoming light.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.altitude">
			<summary>Geographical device location altitude.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddRelativeForce(UnityEngine.Vector2,UnityEngine.ForceMode2D)">
			<summary>Adds a force to the rigidbody2D relative to its coordinate system.</summary>
		</member>
		<member name="P:UnityEngine.Texture.mipMapBias">
			<summary>Mip map bias of the texture.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddRelativeForce(UnityEngine.Vector2)">
			<summary>Adds a force to the rigidbody2D relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.ComputeBuffer.Release()">
			<summary>Release a Compute Buffer.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.enableRandomWrite">
			<summary>Enable DX11 random access write into this render texture.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.horizontalAccuracy">
			<summary>Horizontal accuracy of the location.</summary>
		</member>
		<member name="P:UnityEngine.LightmapData.lightmapNear">
			<summary>Lightmap storing only the indirect incoming light.</summary>
		</member>
		<member name="M:UnityEngine.Texture.SetGlobalAnisotropicFilteringLimits(System.Int32,System.Int32)">
			<summary>Sets Anisotropic limits.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddForceAtPosition(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.ForceMode2D)">
			<summary>Apply a force at a given position in space.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddForceAtPosition(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Apply a force at a given position in space.</summary>
		</member>
		<member name="M:UnityEngine.ComputeBuffer.SetData(System.Array)">
			<summary>Set the buffer with values from an array.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.colorBuffer">
			<summary>Color buffer of the render texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.verticalAccuracy">
			<summary>Vertical accuracy of the location.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddTorque(System.Single,UnityEngine.ForceMode2D)">
			<summary>Apply a torque at the rigidbody's centre of mass.</summary>
		</member>
		<member name="T:UnityEngine.GUI.WindowFunction">
			<summary>Callback to draw GUI within a window (used with GUI.Window).</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddTorque(System.Single)">
			<summary>Apply a torque at the rigidbody's centre of mass.</summary>
		</member>
		<member name="M:UnityEngine.Texture.GetNativeTexturePtr()">
			<summary>Retrieve native ('hardware') pointer to a texture.</summary>
		</member>
		<member name="M:UnityEngine.ComputeBuffer.GetData(System.Array)">
			<summary>Read data values from the buffer into an array.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.depthBuffer">
			<summary>Depth/stencil buffer of the render texture (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetPoint(UnityEngine.Vector2)">
			<summary>Get a local space point given the point point in rigidBody global space.</summary>
		</member>
		<member name="M:UnityEngine.Texture.GetNativeTextureID()">
			<summary>Retrieve native ('hardware') handle to a texture.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.timestamp">
			<summary>Timestamp (in seconds since 1970) when location was last time updated.</summary>
		</member>
		<member name="T:UnityEngine.GUILayout">
			<summary>The GUILayout class is the interface for Unity gui with automatic layout.</summary>
		</member>
		<member name="M:UnityEngine.ComputeBuffer.CopyCount(UnityEngine.ComputeBuffer,UnityEngine.ComputeBuffer,System.Int32)">
			<summary>Set buffer data.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetRelativePoint(UnityEngine.Vector2)">
			<summary>Get a global space point given the point relativePoint in rigidBody local space.</summary>
		</member>
		<member name="T:UnityEngine.Texture2D">
			<summary>Class for texture handling.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.active">
			<summary>Currently active render texture.</summary>
		</member>
		<member name="T:UnityEngine.LocationServiceStatus">
			<summary>Describes location service status.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="T:UnityEngine.Debug">
			<summary>Class containing methods to ease debugging while developing a game.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="T:UnityEngine.LocationService">
			<summary>Interface into location functionality.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetVector(UnityEngine.Vector2)">
			<summary>Get a local space vector given the vector vector in rigidBody global space.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.mipmapCount">
			<summary>How many mipmap levels are in this texture (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="P:UnityEngine.Debug.developerConsoleVisible">
			<summary>Opens or closes developer console.</summary>
		</member>
		<member name="P:UnityEngine.LocationService.isEnabledByUser">
			<summary>Specifies whether location service is enabled in user settings.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.ReleaseTemporary(UnityEngine.RenderTexture)">
			<summary>Release a temporary texture allocated with GetTemporary.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetRelativeVector(UnityEngine.Vector2)">
			<summary>Get a global space vector given the vector relativeVector in rigidBody local space.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Debug.isDebugBuild">
			<summary>In the Build Settings dialog there is a check box called "Development Build".</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.Create()">
			<summary>Actually creates the RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.LocationService.status">
			<summary>Returns location service status.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.whiteTexture">
			<summary>Get a small texture with all white pixels.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetPointVelocity(UnityEngine.Vector2)">
			<summary>The velocity of the rigidbody at the point Point in global space.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.blackTexture">
			<summary>Get a small texture with all black pixels.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetRelativePointVelocity(UnityEngine.Vector2)">
			<summary>The velocity of the rigidbody at the point Point in local space.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.Release()">
			<summary>Releases the RenderTexture.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="P:UnityEngine.LocationService.lastData">
			<summary>Last measured device geographical location.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.IsCreated()">
			<summary>Is the render texture actually created?</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.CreateExternalTexture(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean,System.IntPtr)">
			<summary>Creates Unity Texture on top of already inited native texture object.</summary>
		</member>
		<member name="T:UnityEngine.Collider2D">
			<summary>Parent class for collider types used with 2D gameplay.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.UpdateExternalTexture(System.IntPtr)">
			<summary>Updates Unity Texture to use different native texture object.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.DiscardContents()">
			<summary>Discards the contents of the RenderTexture.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.DiscardContents(System.Boolean,System.Boolean)">
			<summary>Discards the contents of the RenderTexture.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start(System.Single,System.Single)">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start(System.Single)">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start()">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.isTrigger">
			<summary>Is this collider configured as a trigger?</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.usedByEffector">
			<summary>Whether the collider is used by an attached effector or not.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.MarkRestoreExpected()">
			<summary>Indicate that there's a RenderTexture restore operation expected.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a multi-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a multi-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Break()">
			<summary>Pauses the editor.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a multi-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a multi-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Stop()">
			<summary>Stops location service updates. This could be useful for saving battery life.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixel(System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Sets pixel color at coordinates (x,y).</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.offset">
			<summary>The local offset of the collider geometry.</summary>
		</member>
		<member name="T:UnityEngine.Compass">
			<summary>Interface into compass functionality.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Log(System.Object)">
			<summary>Logs message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.SetGlobalShaderProperty(System.String)">
			<summary>Assigns this RenderTexture as a global shader property named propertyName.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Log(System.Object,UnityEngine.Object)">
			<summary>Logs message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.attachedRigidbody">
			<summary>The Rigidbody2D attached to the Collider2D's GameObject.</summary>
		</member>
		<member name="P:UnityEngine.Compass.magneticHeading">
			<summary>The heading in degrees relative to the magnetic North Pole. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogFormat(System.String,System.Object[])">
			<summary>Logs a formatted message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.SupportsStencil(UnityEngine.RenderTexture)">
			<summary>Does a RenderTexture have stencil buffer?</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogFormat(UnityEngine.Object,System.String,System.Object[])">
			<summary>Logs a formatted message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixel(System.Int32,System.Int32)">
			<summary>Returns pixel color at coordinates (x, y).</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogError(System.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogError(System.Object,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.shapeCount">
			<summary>The number of separate shaped regions in the collider.</summary>
		</member>
		<member name="P:UnityEngine.Compass.trueHeading">
			<summary>The heading in degrees relative to the geographic North Pole. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixelBilinear(System.Single,System.Single)">
			<summary>Returns filtered pixel color at normalized coordinates (u, v).</summary>
		</member>
		<member name="T:UnityEngine.ReflectionProbe">
			<summary>The reflection probe is used to capture the surroundings into a texture which is passed to the shaders and used for reflections.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.bounds">
			<summary>The world space bounding area of the collider.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogErrorFormat(System.String,System.Object[])">
			<summary>Logs a formatted error message to the Unity console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogErrorFormat(UnityEngine.Object,System.String,System.Object[])">
			<summary>Logs a formatted error message to the Unity console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="P:UnityEngine.Compass.headingAccuracy">
			<summary>Accuracy of heading reading in degrees.</summary>
		</member>
		<member name="P:UnityEngine.Compass.rawVector">
			<summary>The raw geomagnetic data measured in microteslas. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Debug.ClearDeveloperConsole()">
			<summary>Clears errors from the developer console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>A horizontal slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>A horizontal slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.Compass.timestamp">
			<summary>Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.hdr">
			<summary>Should this reflection probe use HDR rendering?</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.sharedMaterial">
			<summary>The PhysicsMaterial2D that is applied to this collider.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogException(System.Exception)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogException(System.Exception,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>A vertical slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>A vertical slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="P:UnityEngine.Compass.enabled">
			<summary>Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start().</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogWarning(System.Object)">
			<summary>A variant of Debug.Log that logs a warning message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogWarning(System.Object,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs a warning message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Collider2D.OverlapPoint(UnityEngine.Vector2)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.size">
			<summary>The size of the box area in which reflections will be applied to the objects. Measured in the probes's local space.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels32(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color32[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels32(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color32[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="T:UnityEngine.Input">
			<summary>Interface into the Input system.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.center">
			<summary>The center of the box area in which reflections will be applied to the objects. Measured in the probes's local space.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a horiztonal scrollbar.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogWarningFormat(System.String,System.Object[])">
			<summary>Logs a formatted warning message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a horiztonal scrollbar.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogWarningFormat(UnityEngine.Object,System.String,System.Object[])">
			<summary>Logs a formatted warning message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.Collider2D.IsTouching(UnityEngine.Collider2D)">
			<summary>Check whether this collider is touching the collider or not.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.LoadImage(System.Byte[])">
			<summary>Loads PNG/JPG image byte array into a texture.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.nearClipPlane">
			<summary>The near clipping plane distance when rendering the probe.</summary>
		</member>
		<member name="M:UnityEngine.Collider2D.IsTouchingLayers(System.Int32)">
			<summary>Checks whether this collider is touching any colliders on the specified layerMask or not.</summary>
		</member>
		<member name="M:UnityEngine.Collider2D.IsTouchingLayers()">
			<summary>Checks whether this collider is touching any colliders on the specified layerMask or not.</summary>
		</member>
		<member name="T:UnityEngine.Display">
			<summary>Provides access to a display / screen for rendering operations.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a vertical scrollbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a vertical scrollbar.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.farClipPlane">
			<summary>The far clipping plane distance when rendering the probe.</summary>
		</member>
		<member name="P:UnityEngine.Input.compensateSensors">
			<summary>This property controls if input sensors should be compensated for screen orientation.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.LoadRawTextureData(System.Byte[])">
			<summary>Fills texture pixels with raw preformatted data.</summary>
		</member>
		<member name="T:UnityEngine.CircleCollider2D">
			<summary>Collider for 2D physics representing an circle.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Space(System.Single)">
			<summary>Insert a space in the current layout group.</summary>
		</member>
		<member name="F:UnityEngine.Display.displays">
			<summary>The list of currently connected Displays. Contains at least one (main) display.</summary>
		</member>
		<member name="P:UnityEngine.Input.gyro">
			<summary>Returns default gyroscope.</summary>
		</member>
		<member name="P:UnityEngine.Display.renderingWidth">
			<summary>Rendering Width.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.FlexibleSpace()">
			<summary>Insert a flexible space element.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.shadowDistance">
			<summary>Shadow drawing distance when rendering the probe.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.resolution">
			<summary>Resolution of the underlying reflection texture in pixels.</summary>
		</member>
		<member name="P:UnityEngine.Display.renderingHeight">
			<summary>Rendering Height.</summary>
		</member>
		<member name="P:UnityEngine.CircleCollider2D.radius">
			<summary>Radius of the circle.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="P:UnityEngine.Input.mousePosition">
			<summary>The current mouse position in pixel coordinates. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="P:UnityEngine.Display.systemWidth">
			<summary>System Width.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.cullingMask">
			<summary>This is used to render parts of the reflecion probe's surrounding selectively.</summary>
		</member>
		<member name="P:UnityEngine.CircleCollider2D.center">
			<summary>The center point of the collider in local space.</summary>
		</member>
		<member name="P:UnityEngine.Display.systemHeight">
			<summary>System Height.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels()">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.Input.mouseScrollDelta">
			<summary>The current mouse scroll delta. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndHorizontal()">
			<summary>Close a group started with BeginHorizontal.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.clearFlags">
			<summary>How the reflection probe clears the background.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels32(System.Int32)">
			<summary>Get a block of pixel colors in Color32 format.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels32()">
			<summary>Get a block of pixel colors in Color32 format.</summary>
		</member>
		<member name="T:UnityEngine.BoxCollider2D">
			<summary>Collider for 2D physics representing an axis-aligned rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Display.colorBuffer">
			<summary>Color RenderBuffer.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="P:UnityEngine.Input.simulateMouseWithTouches">
			<summary>Enables/Disables mouse simulation with touches. By default this option is enabled.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.backgroundColor">
			<summary>The color with which the texture of reflection probe will be cleared.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply(System.Boolean,System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply()">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndVertical()">
			<summary>Close a group started with BeginVertical.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.intensity">
			<summary>The intensity modifier that is applied to the texture of reflection probe in the shader.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider2D.size">
			<summary>The width and height of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Display.depthBuffer">
			<summary>Depth RenderBuffer.</summary>
		</member>
		<member name="P:UnityEngine.Input.anyKey">
			<summary>Is any key or mouse button currently held down? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
			<summary>Resizes the texture.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32)">
			<summary>Resizes the texture.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider2D.center">
			<summary>The center point of the collider in local space.</summary>
		</member>
		<member name="P:UnityEngine.Display.main">
			<summary>Main Display.</summary>
		</member>
		<member name="P:UnityEngine.Input.anyKeyDown">
			<summary>Returns true the first frame the user hits any key or mouse button. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.boxProjection">
			<summary>Should this reflection probe use box projection?</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Compress(System.Boolean)">
			<summary>Compress texture into DXT format.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.Display.Activate()">
			<summary>Activate an external display. Eg. Secondary Monitors connected to the System.</summary>
		</member>
		<member name="M:UnityEngine.Display.Activate(System.Int32,System.Int32,System.Int32)">
			<summary>Activate an external display. Eg. Secondary Monitors connected to the System.</summary>
		</member>
		<member name="P:UnityEngine.Input.inputString">
			<summary>Returns the keyboard input entered this frame. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.bounds">
			<summary>The bounding volume of the reflection probe (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Display.SetParams(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>This Windows only function can be used to set Size and Position of the Screen when Multi-Display is enabled.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32,System.Boolean)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="T:UnityEngine.EdgeCollider2D">
			<summary>Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.</summary>
		</member>
		<member name="P:UnityEngine.Input.acceleration">
			<summary>Last measured linear acceleration of a device in three-dimensional space. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndArea()">
			<summary>Close a GUILayout block started with BeginArea.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.mode">
			<summary>Should reflection probe texture be generated in the Editor (ReflectionProbeMode.Baked) or should probe use custom specified texure (ReflectionProbeMode.Custom)?</summary>
		</member>
		<member name="P:UnityEngine.Input.accelerationEvents">
			<summary>Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32,System.Boolean)">
			<summary>Read pixels from screen into the saved texture data.</summary>
		</member>
		<member name="M:UnityEngine.Display.SetRenderingResolution(System.Int32,System.Int32)">
			<summary>Sets Rendering resolution for the display.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32)">
			<summary>Read pixels from screen into the saved texture data.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle)">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="P:UnityEngine.Input.accelerationEventCount">
			<summary>Number of acceleration measurements which occurred during last frame.</summary>
		</member>
		<member name="M:UnityEngine.Display.MultiDisplayLicense()">
			<summary>Check if MultiDisplayLicense is enabled.</summary>
		</member>
		<member name="P:UnityEngine.Input.touches">
			<summary>Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndScrollView()">
			<summary>End a scroll view begun with a call to BeginScrollView.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndScrollView(System.Boolean)">
			<summary>End a scroll view begun with a call to BeginScrollView.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.EncodeToPNG()">
			<summary>Encodes this texture into PNG format.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.importance">
			<summary>Reflection probe importance.</summary>
		</member>
		<member name="P:UnityEngine.Input.touchCount">
			<summary>Number of touches. Guaranteed not to change throughout the frame. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Display.RelativeMouseAt(UnityEngine.Vector3)">
			<summary>Query relative mouse coordinates.</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.edgeCount">
			<summary>Gets the number of edges.</summary>
		</member>
		<member name="T:UnityEngine.NotConvertedAttribute">
			<summary>Instructs the build pipeline not to convert a type or member to the target platform.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.refreshMode">
			<summary>Sets the way the probe will refresh.See Also: ReflectionProbeRefreshMode.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.EncodeToJPG(System.Int32)">
			<summary>Encodes this texture into JPG format.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.EncodeToJPG()">
			<summary>Encodes this texture into JPG format.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="T:UnityEngine.Component">
			<summary>Base class for everything attached to GameObjects.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="T:UnityEngine.GUILayoutOption">
			<summary>Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class.</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.pointCount">
			<summary>Gets the number of points.</summary>
		</member>
		<member name="P:UnityEngine.Input.eatKeyPressOnTextFieldFocus">
			<summary>Property indicating whether keypresses are eaten by a textinput if it has focus (default true).</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.timeSlicingMode">
			<summary>Sets this probe time-slicing modeSee Also: ReflectionProbeTimeSlicingMode.</summary>
		</member>
		<member name="T:UnityEngine.Cubemap">
			<summary>Class for handling cube maps, Use this to create or modify existing cube map assets.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Width(System.Single)">
			<summary>Option passed to a control to give it an absolute width.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.bakedTexture">
			<summary>Reference to the baked texture of the reflection probe's surrounding.</summary>
		</member>
		<member name="P:UnityEngine.Component.transform">
			<summary>The Transform attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Input.touchSupported">
			<summary>Returns whether the device on which application is currently running supports touch input.</summary>
		</member>
		<member name="P:UnityEngine.Cubemap.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.points">
			<summary>Get or set the points defining multiple continuous edges.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.MinWidth(System.Single)">
			<summary>Option passed to a control to specify a minimum width.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.customBakedTexture">
			<summary>Reference to the baked texture of the reflection probe's surrounding. Use this to assign custom reflection texture.</summary>
		</member>
		<member name="T:UnityEngine.FocusType">
			<summary>Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus.</summary>
		</member>
		<member name="P:UnityEngine.Input.multiTouchEnabled">
			<summary>Property indicating whether the system handles multiple touches.</summary>
		</member>
		<member name="P:UnityEngine.Component.gameObject">
			<summary>The game object this component is attached to. A component is always attached to a game object.</summary>
		</member>
		<member name="P:UnityEngine.ReflectionProbe.texture">
			<summary>Texture which is passed to the shader of the objects in the vicinity of the reflection probe (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.MaxWidth(System.Single)">
			<summary>Option passed to a control to specify a maximum width.</summary>
		</member>
		<member name="T:UnityEngine.GUIUtility">
			<summary>Utility class for making new GUI controls.</summary>
		</member>
		<member name="P:UnityEngine.Input.location">
			<summary>Property for accessing device location (handheld devices only). (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.EdgeCollider2D.Reset()">
			<summary>Reset to a single edge consisting of two points.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Sets pixel color at coordinates (face, x, y).</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.hotControl">
			<summary>The controlID of the current hot control.</summary>
		</member>
		<member name="P:UnityEngine.Input.compass">
			<summary>Property for accessing compass (handheld devices only). (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Height(System.Single)">
			<summary>Option passed to a control to give it an absolute height.</summary>
		</member>
		<member name="M:UnityEngine.ReflectionProbe.RenderProbe(UnityEngine.RenderTexture)">
			<summary>Refreshes the probe's cubemap.</summary>
		</member>
		<member name="M:UnityEngine.ReflectionProbe.RenderProbe()">
			<summary>Refreshes the probe's cubemap.</summary>
		</member>
		<member name="T:UnityEngine.PolygonCollider2D">
			<summary>Collider for 2D physics representing an arbitrary polygon defined by its vertices.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.MinHeight(System.Single)">
			<summary>Option passed to a control to specify a minimum height.</summary>
		</member>
		<member name="P:UnityEngine.Input.deviceOrientation">
			<summary>Device physical orientation as reported by OS. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.PolygonCollider2D.points">
			<summary>Corner points that define the collider's shape in local space.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32)">
			<summary>Returns pixel color at coordinates (face, x, y).</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.keyboardControl">
			<summary>The controlID of the control that has keyboard focus.</summary>
		</member>
		<member name="M:UnityEngine.ReflectionProbe.IsFinishedRendering(System.Int32)">
			<summary>Checks if a probe has finished a time-sliced render.</summary>
		</member>
		<member name="P:UnityEngine.Component.tag">
			<summary>The tag of this game object.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.MaxHeight(System.Single)">
			<summary>Option passed to a control to specify a maximum height.</summary>
		</member>
		<member name="P:UnityEngine.Input.imeCompositionMode">
			<summary>Controls enabling and disabling of IME input composition.</summary>
		</member>
		<member name="P:UnityEngine.PolygonCollider2D.pathCount">
			<summary>The number of paths in the polygon.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace,System.Int32)">
			<summary>Returns pixel colors of a cubemap face.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace)">
			<summary>Returns pixel colors of a cubemap face.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.ExpandWidth(System.Boolean)">
			<summary>Option passed to a control to allow or disallow horizontal expansion.</summary>
		</member>
		<member name="M:UnityEngine.ReflectionProbe.BlendCubemap(UnityEngine.Texture,UnityEngine.Texture,System.Single,UnityEngine.RenderTexture)">
			<summary>Utility method to blend 2 cubemaps into a target render texture.</summary>
		</member>
		<member name="P:UnityEngine.Input.compositionString">
			<summary>The current IME composition string being typed by the user.</summary>
		</member>
		<member name="P:UnityEngine.Component.rigidbody">
			<summary>The Rigidbody attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.hasModalWindow">
			<summary>A global property, which is true if a ModalWindow is being displayed, false otherwise.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace,System.Int32)">
			<summary>Sets pixel colors of a cubemap face.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.ExpandHeight(System.Boolean)">
			<summary>Option passed to a control to allow or disallow vertical expansion.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace)">
			<summary>Sets pixel colors of a cubemap face.</summary>
		</member>
		<member name="T:UnityEngine.GUIElement">
			<summary>Base class for images &amp; text strings displayed in a GUI.</summary>
		</member>
		<member name="P:UnityEngine.Component.rigidbody2D">
			<summary>The Rigidbody2D that is attached to the Component's GameObject.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.GetPath(System.Int32)">
			<summary>Get a path from the polygon by its index.</summary>
		</member>
		<member name="P:UnityEngine.Input.imeIsSelected">
			<summary>Does the user have an IME keyboard input source selected?</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="T:UnityEngine.GUILayout.HorizontalScope">
			<summary>Disposable helper class for managing BeginHorizontal / EndHorizontal.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply(System.Boolean,System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3,UnityEngine.Camera)">
			<summary>Is a point on screen inside the element?</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply()">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3)">
			<summary>Is a point on screen inside the element?</summary>
		</member>
		<member name="P:UnityEngine.Component.camera">
			<summary>The Camera attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetStateObject(System.Type,System.Int32)">
			<summary>Get a state object from a controlID.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.SetPath(System.Int32,UnityEngine.Vector2[])">
			<summary>Define a path by its constituent points.</summary>
		</member>
		<member name="P:UnityEngine.Input.compositionCursorPos">
			<summary>The current text input position used by IMEs to open windows.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SmoothEdges(System.Int32)">
			<summary>Performs smoothing of near edge regions.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SmoothEdges()">
			<summary>Performs smoothing of near edge regions.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.QueryStateObject(System.Type,System.Int32)">
			<summary>Get an existing state object from a controlID.</summary>
		</member>
		<member name="P:UnityEngine.Component.light">
			<summary>The Light attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.GUILayout.VerticalScope">
			<summary>Disposable helper class for managing BeginVertical / EndVertical.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetAxis(System.String)">
			<summary>Returns the value of the virtual axis identified by axisName.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.GetScreenRect(UnityEngine.Camera)">
			<summary>Returns bounding rectangle of GUIElement in screen coordinates.</summary>
		</member>
		<member name="T:UnityEngine.Texture3D">
			<summary>Class for handling 3D Textures, Use this to create 3D texture assets.</summary>
		</member>
		<member name="P:UnityEngine.Component.animation">
			<summary>The Animation attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.GUILayout.AreaScope">
			<summary>Disposable helper class for managing BeginArea / EndArea.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.GetScreenRect()">
			<summary>Returns bounding rectangle of GUIElement in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetAxisRaw(System.String)">
			<summary>Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GUIToScreenPoint(UnityEngine.Vector2)">
			<summary>Convert a point from GUI position to screen space.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.GetTotalPointCount()">
			<summary>Return the total number of points in the polygon in all paths.</summary>
		</member>
		<member name="P:UnityEngine.Texture3D.depth">
			<summary>The depth of the texture.</summary>
		</member>
		<member name="P:UnityEngine.Component.constantForce">
			<summary>The ConstantForce attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.GUILayout.ScrollViewScope">
			<summary>Disposable helper class for managing BeginScrollView / EndScrollView.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.ScreenToGUIPoint(UnityEngine.Vector2)">
			<summary>Convert a point from screen space to GUI position.</summary>
		</member>
		<member name="P:UnityEngine.Texture3D.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.GUITexture">
			<summary>A texture image used in a 2D GUI.</summary>
		</member>
		<member name="P:UnityEngine.Component.renderer">
			<summary>The Renderer attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Input.GetButton(System.String)">
			<summary>Returns true while the virtual button identified by buttonName is held down.</summary>
		</member>
		<member name="P:UnityEngine.Component.audio">
			<summary>The AudioSource attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.color">
			<summary>The color of the GUI texture.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.GetPixels(System.Int32)">
			<summary>This function returns an array of pixel colors representing one mip level of the 3D texture.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.GetPixels()">
			<summary>This function returns an array of pixel colors representing one mip level of the 3D texture.</summary>
		</member>
		<member name="P:UnityEngine.Component.guiText">
			<summary>The GUIText attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Input.GetButtonDown(System.String)">
			<summary>Returns true during the frame the user pressed down the virtual button identified by buttonName.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.texture">
			<summary>The texture used for drawing.</summary>
		</member>
		<member name="T:UnityEngine.GUILayoutUtility">
			<summary>Utility functions for implementing and extending the GUILayout class.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[],System.Int32)">
			<summary>Sets pixel colors of a 3D texture.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[])">
			<summary>Sets pixel colors of a 3D texture.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32,UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32,UnityEngine.Vector2)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="P:UnityEngine.Component.networkView">
			<summary>The NetworkView attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.RotateAroundPivot(System.Single,UnityEngine.Vector2)">
			<summary>Helper function to rotate the GUI around a point.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetButtonUp(System.String)">
			<summary>Returns true the first frame the user releases the virtual button identified by buttonName.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.Apply()">
			<summary>Actually apply all previous SetPixels changes.</summary>
		</member>
		<member name="T:UnityEngine.ContactPoint2D">
			<summary>Details about a specific point of contact involved in a 2D physics collision.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.pixelInset">
			<summary>Pixel inset used for pixel adjustments for size and position.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="P:UnityEngine.Component.guiTexture">
			<summary>The GUITexture attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKey(System.String)">
			<summary>Returns true while the user holds down the key identified by name. Think auto fire.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKey(UnityEngine.KeyCode)">
			<summary>Returns true while the user holds down the key identified by name. Think auto fire.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="T:UnityEngine.SparseTexture">
			<summary>Class for handling Sparse Textures.</summary>
		</member>
		<member name="P:UnityEngine.Component.collider">
			<summary>The Collider attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.ScaleAroundPivot(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Helper function to scale the GUI around a point.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.point">
			<summary>The point of contact between the two colliders in world space.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.border">
			<summary>The border defines the number of pixels from the edge that are not affected by scale.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKeyDown(System.String)">
			<summary>Returns true during the frame the user starts pressing down the key identified by name.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetLastRect()">
			<summary>Get the rectangle last used by GUILayout for a control.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode)">
			<summary>Returns true during the frame the user starts pressing down the key identified by name.</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.tileWidth">
			<summary>Get sparse texture tile width (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Component.collider2D">
			<summary>The Collider2D component attached to the object.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.normal">
			<summary>Surface normal at the contact point.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single)">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="T:UnityEngine.GUILayer">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.GUISettings">
			<summary>General settings for how the GUI behaves.</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.tileHeight">
			<summary>Get sparse texture tile height (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKeyUp(System.String)">
			<summary>Returns true during the frame the user releases the key identified by name.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKeyUp(UnityEngine.KeyCode)">
			<summary>Returns true during the frame the user releases the key identified by name.</summary>
		</member>
		<member name="P:UnityEngine.Component.hingeJoint">
			<summary>The HingeJoint attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.collider">
			<summary>The collider attached to the object receiving the collision message.</summary>
		</member>
		<member name="M:UnityEngine.GUILayer.HitTest(UnityEngine.Vector3)">
			<summary>Get the GUI element at a specific screen position.</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.doubleClickSelectsWord">
			<summary>Should double-clicking select words in text fields.</summary>
		</member>
		<member name="P:UnityEngine.Component.particleEmitter">
			<summary>The ParticleEmitter attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.otherCollider">
			<summary>The incoming collider involved in the collision at this contact point.</summary>
		</member>
		<member name="T:UnityEngine.GUISkin">
			<summary>Defines how GUI looks and behaves.</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.tripleClickSelectsLine">
			<summary>Should triple-clicking select whole text in text fields.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetJoystickNames()">
			<summary>Returns an array of strings describing the connected joysticks.</summary>
		</member>
		<member name="T:UnityEngine.LOD">
			<summary>Structure for building a LOD for passing to the SetLODs function.</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.isCreated">
			<summary>Is the sparse texture actually created? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Component.particleSystem">
			<summary>The ParticleSystem attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.cursorColor">
			<summary>The color of the cursor in text fields.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.font">
			<summary>The default font to use for all styles.</summary>
		</member>
		<member name="M:UnityEngine.Input.IsJoystickPreconfigured(System.String)">
			<summary>Determine whether a particular joystick model has been preconfigured by Unity. (Linux-only).</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UpdateTile(System.Int32,System.Int32,System.Int32,UnityEngine.Color32[])">
			<summary>Update sparse texture tile with color values.</summary>
		</member>
		<member name="T:UnityEngine.Collision2D">
			<summary>Information returned by a collision in 2D physics.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponent(System.Type)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponent()">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="F:UnityEngine.LOD.screenRelativeTransitionHeight">
			<summary>The screen relative height to use for the transition [0-1].</summary>
		</member>
		<member name="M:UnityEngine.Input.GetMouseButton(System.Int32)">
			<summary>Returns whether the given mouse button is held down.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponent(System.String)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.cursorFlashSpeed">
			<summary>The speed of text field cursor flashes.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.box">
			<summary>Style used by default for GUI.Box controls.</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UpdateTileRaw(System.Int32,System.Int32,System.Int32,System.Byte[])">
			<summary>Update sparse texture tile with raw pixel values.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentInChildren(System.Type)">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.enabled">
			<summary>Whether the collision was disabled or not.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentInChildren()">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.selectionColor">
			<summary>The color of the selection rect in text fields.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.label">
			<summary>Style used by default for GUI.Label controls.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetMouseButtonDown(System.Int32)">
			<summary>Returns true during the frame the user pressed the given mouse button.</summary>
		</member>
		<member name="F:UnityEngine.LOD.renderers">
			<summary>List of renderers for this LOD level.</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UnloadTile(System.Int32,System.Int32,System.Int32)">
			<summary>Unload sparse texture tile.</summary>
		</member>
		<member name="T:UnityEngine.TouchScreenKeyboardType">
			<summary>Describes the type of keyboard.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.rigidbody">
			<summary>The incoming Rigidbody2D involved in the collision.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.textField">
			<summary>Style used by default for GUI.TextField controls.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetMouseButtonUp(System.Int32)">
			<summary>Returns true during the frame the user releases the given mouse button.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Boolean,System.Collections.Generic.List`1<T>)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren()">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Collections.Generic.List`1<T>)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="T:UnityEngine.LODGroup">
			<summary>LODGroup lets you group multiple Renderers into LOD levels.</summary>
		</member>
		<member name="M:UnityEngine.Input.ResetInputAxes()">
			<summary>Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.textArea">
			<summary>Style used by default for GUI.TextArea controls.</summary>
		</member>
		<member name="T:UnityEngine.Bounds">
			<summary>Represents an axis aligned bounding box.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.collider">
			<summary>The incoming Collider2D involved in the collision.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentInParent(System.Type)">
			<summary>Returns the component of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="T:UnityEngine.TouchScreenKeyboard">
			<summary>Interface into the native iPhone, Android, Windows Phone and Windows Store Apps on-screen keyboards - it is not available on other platforms.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentInParent()">
			<summary>Returns the component of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.localReferencePoint">
			<summary>The local reference point against which the LOD distance is calculated.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.isSupported">
			<summary>Is touch screen keyboard supported.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.center">
			<summary>The center of the bounding box.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.button">
			<summary>Style used by default for GUI.Button controls.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent(System.Boolean,System.Collections.Generic.List`1<T>)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent()">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.transform">
			<summary>The Transform of the incoming object involved in the collision.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.size">
			<summary>The size of the LOD object in local space.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.text">
			<summary>Returns the text displayed by the input field of the keyboard.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.size">
			<summary>The total size of the box. This is always twice as large as the extents.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.toggle">
			<summary>Style used by default for GUI.Toggle controls.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponents(System.Type)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponents(System.Type,System.Collections.Generic.List`1<UnityEngine.Component>)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetAccelerationEvent(System.Int32)">
			<summary>Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponents(System.Collections.Generic.List`1<T>)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponents()">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.gameObject">
			<summary>The incoming GameObject involved in the collision.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.lodCount">
			<summary>The number of LOD levels.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.extents">
			<summary>The extents of the box. This is always half of the size.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.window">
			<summary>Style used by default for Window controls (SA GUI.Window).</summary>
		</member>
		<member name="M:UnityEngine.Component.CompareTag(System.String)">
			<summary>Is this game object tagged with tag ?</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.enabled">
			<summary>Enable / Disable the LODGroup - Disabling will turn off all renderers.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.contacts">
			<summary>The specific points of contact with the incoming Collider2D.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.hideInput">
			<summary>Will text input field above the keyboard be hidden when the keyboard is on screen?</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessageUpwards(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetTouch(System.Int32)">
			<summary>Returns object representing status of a specific touch. (Does not allocate temporary variables).</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.relativeVelocity">
			<summary>The relative linear velocity of the two colliding objects (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Bounds.min">
			<summary>The minimal point of the box. This is always equal to center-extents.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.active">
			<summary>Is the keyboard visible or sliding into the position on the screen?</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalSlider">
			<summary>Style used by default for the background part of GUI.HorizontalSlider controls.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.LODGroup.RecalculateBounds()">
			<summary>Recalculate the bounding region for the LODGroup (Relatively slow, do not call often).</summary>
		</member>
		<member name="T:UnityEngine.HideFlags">
			<summary>Bit mask that controls object destruction, saving and visibility in inspectors.</summary>
		</member>
		<member name="T:UnityEngine.JointLimitState2D">
			<summary>Represents the state of a joint limit.</summary>
		</member>
		<member name="M:UnityEngine.LODGroup.SetLODS(UnityEngine.LOD[])">
			<summary>Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.done">
			<summary>Specifies if input process was finished. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Bounds.max">
			<summary>The maximal point of the box. This is always equal to center+extents.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalSliderThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls.</summary>
		</member>
		<member name="M:UnityEngine.LODGroup.ForceLOD(System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.wasCanceled">
			<summary>Specifies if input process was canceled. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalSlider">
			<summary>Style used by default for the background part of GUI.VerticalSlider controls.</summary>
		</member>
		<member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="T:UnityEngine.JointAngleLimits2D">
			<summary>Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.</summary>
		</member>
		<member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.BroadcastMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="T:UnityEngine.Object">
			<summary>Base class for all objects Unity can reference.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalSliderThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.VerticalSlider controls.</summary>
		</member>
		<member name="T:UnityEngine.Light">
			<summary>Script interface for light components.</summary>
		</member>
		<member name="P:UnityEngine.Object.name">
			<summary>The name of the object.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.SetMinMax(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets the bounds to the min and max value of the box.</summary>
		</member>
		<member name="T:UnityEngine.GradientColorKey">
			<summary>Color key used by Gradient.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.area">
			<summary>Returns portion of the screen which is covered by the keyboard.</summary>
		</member>
		<member name="P:UnityEngine.JointAngleLimits2D.min">
			<summary>Lower angular limit of rotation.</summary>
		</member>
		<member name="P:UnityEngine.Light.type">
			<summary>The type of the light.</summary>
		</member>
		<member name="F:UnityEngine.GradientColorKey.color">
			<summary>Color of key.</summary>
		</member>
		<member name="P:UnityEngine.Light.color">
			<summary>The color of the light.</summary>
		</member>
		<member name="P:UnityEngine.Object.hideFlags">
			<summary>Should the object be hidden, saved with the scene or modifiable by the user?</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.visible">
			<summary>Returns true whenever any keyboard is completely visible on the screen.</summary>
		</member>
		<member name="P:UnityEngine.Light.intensity">
			<summary>The Intensity of a light is multiplied with the Light color.</summary>
		</member>
		<member name="F:UnityEngine.GradientColorKey.time">
			<summary>Time of the key (0 - 1).</summary>
		</member>
		<member name="M:UnityEngine.Object.Destroy(UnityEngine.Object,System.Single)">
			<summary>Removes a gameobject, component or asset.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Vector3)">
			<summary>Grows the Bounds to include the point.</summary>
		</member>
		<member name="M:UnityEngine.Object.Destroy(UnityEngine.Object)">
			<summary>Removes a gameobject, component or asset.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Bounds)">
			<summary>Grows the Bounds to include the point.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbar">
			<summary>Style used by default for the background part of GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="P:UnityEngine.Light.bounceIntensity">
			<summary>The multiplier that defines the strength of the bounce lighting.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.String)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="P:UnityEngine.JointAngleLimits2D.max">
			<summary>Upper angular limit of rotation.</summary>
		</member>
		<member name="T:UnityEngine.GradientAlphaKey">
			<summary>Alpha key used by Gradient.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Expand(System.Single)">
			<summary>Expand the bounds by increasing its size by amount along each side.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Expand(UnityEngine.Vector3)">
			<summary>Expand the bounds by increasing its size by amount along each side.</summary>
		</member>
		<member name="P:UnityEngine.Light.shadows">
			<summary>How this light casts shadows</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="T:UnityEngine.JointTranslationLimits2D">
			<summary>Motion limits of a Rigidbody2D object along a SliderJoint2D.</summary>
		</member>
		<member name="T:UnityEngine.Event">
			<summary>A UnityGUI event.</summary>
		</member>
		<member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object,System.Boolean)">
			<summary>Destroys the object obj immediately. You are strongly recommended to use Destroy instead.</summary>
		</member>
		<member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object)">
			<summary>Destroys the object obj immediately. You are strongly recommended to use Destroy instead.</summary>
		</member>
		<member name="F:UnityEngine.GradientAlphaKey.alpha">
			<summary>Alpha channel of key.</summary>
		</member>
		<member name="P:UnityEngine.Light.shadowStrength">
			<summary>Strength of light's shadows.</summary>
		</member>
		<member name="F:UnityEngine.GradientAlphaKey.time">
			<summary>Time of the key (0 - 1).</summary>
		</member>
		<member name="P:UnityEngine.JointTranslationLimits2D.min">
			<summary>Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarLeftButton">
			<summary>Style used by default for the left button on GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Intersects(UnityEngine.Bounds)">
			<summary>Does another bounding box intersect with this bounding box?</summary>
		</member>
		<member name="P:UnityEngine.Event.type">
			<summary>The type of event.</summary>
		</member>
		<member name="M:UnityEngine.Object.FindObjectsOfType(System.Type)">
			<summary>Returns a list of all active loaded objects of Type type.</summary>
		</member>
		<member name="P:UnityEngine.Light.shadowBias">
			<summary>Shadow mapping constant bias.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Contains(UnityEngine.Vector3)">
			<summary>Is point contained in the bounding box?</summary>
		</member>
		<member name="P:UnityEngine.Event.mousePosition">
			<summary>The mouse position.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarRightButton">
			<summary>Style used by default for the right button on GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.JointTranslationLimits2D.max">
			<summary>Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor.</summary>
		</member>
		<member name="T:UnityEngine.Gradient">
			<summary>Gradient used for animating colors.</summary>
		</member>
		<member name="P:UnityEngine.Light.shadowNormalBias">
			<summary>Shadow mapping normal-based bias.</summary>
		</member>
		<member name="M:UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)">
			<summary>Makes the object target not be destroyed automatically when loading a new scene.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.SqrDistance(UnityEngine.Vector3)">
			<summary>The smallest squared distance between the point and this bounding box.</summary>
		</member>
		<member name="P:UnityEngine.Event.delta">
			<summary>The relative movement of the mouse compared to last event.</summary>
		</member>
		<member name="P:UnityEngine.Gradient.colorKeys">
			<summary>All color keys defined in the gradient.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbar">
			<summary>Style used by default for the background part of GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="T:UnityEngine.JointMotor2D">
			<summary>Parameters for the optional motor force applied to a Joint2D.</summary>
		</member>
		<member name="P:UnityEngine.Light.range">
			<summary>The range of the light.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray)">
			<summary>Does ray intersect this bounding box?</summary>
		</member>
		<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray,System.Single&)">
			<summary>Does ray intersect this bounding box?</summary>
		</member>
		<member name="M:UnityEngine.Object.ToString()">
			<summary>Returns the name of the game object.</summary>
		</member>
		<member name="P:UnityEngine.Event.button">
			<summary>Which mouse button was pressed.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.Light.spotAngle">
			<summary>The angle of the light's spotlight cone in degrees.</summary>
		</member>
		<member name="P:UnityEngine.Gradient.alphaKeys">
			<summary>All alpha keys defined in the gradient.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor2D.motorSpeed">
			<summary>The desired speed for the Rigidbody2D to reach as it moves with the joint.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.ClosestPoint(UnityEngine.Vector3)">
			<summary>The closest point on the bounding box.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarUpButton">
			<summary>Style used by default for the up button on GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.Event.modifiers">
			<summary>Which modifier keys are held down.</summary>
		</member>
		<member name="M:UnityEngine.Gradient.Evaluate(System.Single)">
			<summary>Calculate color at a given time.</summary>
		</member>
		<member name="M:UnityEngine.Object.GetInstanceID()">
			<summary>Returns the instance id of the object.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor2D.maxMotorTorque">
			<summary>The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed.</summary>
		</member>
		<member name="P:UnityEngine.Light.cookieSize">
			<summary>The size of a directional light's cookie.</summary>
		</member>
		<member name="P:UnityEngine.Event.clickCount">
			<summary>How many consecutive mouse clicks have we received.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarDownButton">
			<summary>Style used by default for the down button on GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Clones the object original and returns the clone.</summary>
		</member>
		<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object)">
			<summary>Clones the object original and returns the clone.</summary>
		</member>
		<member name="M:UnityEngine.Object.Instantiate(T)">
			<summary>Clones the object original and returns the clone.</summary>
		</member>
		<member name="M:UnityEngine.Object.FindObjectsOfType()">
			<summary>Returns a list of all active loaded objects of Type type.</summary>
		</member>
		<member name="T:UnityEngine.JointSuspension2D">
			<summary>Joint suspension is used to define how suspension works on a WheelJoint2D.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.scrollView">
			<summary>Style used by default for the background of ScrollView controls (see GUI.BeginScrollView).</summary>
		</member>
		<member name="M:UnityEngine.Gradient.SetKeys(UnityEngine.GradientColorKey[],UnityEngine.GradientAlphaKey[])">
			<summary>Setup Gradient with an array of color keys and alpha keys.</summary>
		</member>
		<member name="M:UnityEngine.Object.FindObjectOfType(System.Type)">
			<summary>Returns the first active loaded object of Type type.</summary>
		</member>
		<member name="M:UnityEngine.Object.FindObjectOfType()">
			<summary>Returns the first active loaded object of Type type.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.dampingRatio">
			<summary>The amount by which the suspension spring force is reduced in proportion to the movement speed.</summary>
		</member>
		<member name="P:UnityEngine.Light.cookie">
			<summary>The cookie texture projected by the light.</summary>
		</member>
		<member name="P:UnityEngine.Event.character">
			<summary>The character typed.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.ToString()">
			<summary>Returns a nicely formatted string for the bounds.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.ToString(System.String)">
			<summary>Returns a nicely formatted string for the bounds.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.customStyles">
			<summary>Array of GUI styles for specific needs.</summary>
		</member>
		<member name="T:UnityEngine.ScaleMode">
			<summary>Scaling mode to draw textures with.</summary>
		</member>
		<member name="T:UnityEngine.Motion">
			<summary>Base class for AnimationClips and BlendTrees.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.settings">
			<summary>Generic settings for how controls should behave with this skin.</summary>
		</member>
		<member name="P:UnityEngine.Event.commandName">
			<summary>The name of an ExecuteCommand or ValidateCommand Event.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.frequency">
			<summary>The frequency at which the suspension spring oscillates.</summary>
		</member>
		<member name="P:UnityEngine.Light.flare">
			<summary>The flare asset to use for this light.</summary>
		</member>
		<member name="T:UnityEngine.Vector4">
			<summary>Representation of four-dimensional vectors.</summary>
		</member>
		<member name="T:UnityEngine.GUI">
			<summary>The GUI class is the interface for Unity's GUI with manual positioning.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.angle">
			<summary>The world angle along which the suspension will move.   This provides 2D constrained motion similar to a SliderJoint2D.  This is typically how suspension works in the real world.</summary>
		</member>
		<member name="P:UnityEngine.Light.renderMode">
			<summary>How to render the light.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.Event.keyCode">
			<summary>The raw key code for keyboard events.</summary>
		</member>
		<member name="P:UnityEngine.GUI.skin">
			<summary>The global skin to use.</summary>
		</member>
		<member name="P:UnityEngine.Light.alreadyLightmapped">
			<summary>Has the light already been lightmapped.</summary>
		</member>
		<member name="T:UnityEngine.SamsungTV">
			<summary>Interface into SamsungTV specific functionality.</summary>
		</member>
		<member name="M:UnityEngine.GUISkin.GetStyle(System.String)">
			<summary>Get a named GUIStyle.</summary>
		</member>
		<member name="T:UnityEngine.Joint2D">
			<summary>Parent class for joints to connect Rigidbody2D objects.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.Event.shift">
			<summary>Is Shift held down? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Joint2D.connectedBody">
			<summary>The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).</summary>
		</member>
		<member name="P:UnityEngine.Light.cullingMask">
			<summary>This is used to light certain objects in the scene selectively.</summary>
		</member>
		<member name="P:UnityEngine.SamsungTV.TouchPadMode UnityEngine.SamsungTV.touchPadMode">
			<summary>The type of input the remote's touch pad produces.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.z">
			<summary>Z component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.Event.control">
			<summary>Is Control key held down? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUI.color">
			<summary>Global tinting color for the GUI.</summary>
		</member>
		<member name="P:UnityEngine.Joint2D.collideConnected">
			<summary>Can the joint collide with the other Rigidbody2D object to which it is attached?</summary>
		</member>
		<member name="M:UnityEngine.GUISkin.FindStyle(System.String)">
			<summary>Try to search for a GUIStyle. This functions returns NULL and does not give an error.</summary>
		</member>
		<member name="P:UnityEngine.Light.areaSize">
			<summary>The size of the area light. Editor only.</summary>
		</member>
		<member name="P:UnityEngine.SamsungTV.GestureMode UnityEngine.SamsungTV.gestureMode">
			<summary>Changes the type of input the gesture camera produces.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.w">
			<summary>W component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.Event.alt">
			<summary>Is Alt/Option key held down? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUI.backgroundColor">
			<summary>Global tinting color for all background elements rendered by the GUI.</summary>
		</member>
		<member name="T:UnityEngine.GUIContent">
			<summary>The contents of a GUI element.</summary>
		</member>
		<member name="P:UnityEngine.Joint2D.enableCollision">
			<summary>Should rigid bodies connected with this joint collide?</summary>
		</member>
		<member name="T:UnityEngine.GameObject">
			<summary>Base class for all entities in Unity scenes.</summary>
		</member>
		<member name="P:UnityEngine.SamsungTV.airMouseConnected">
			<summary>Returns true if there is an air mouse available.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.normalized">
			<summary>Returns this vector with a magnitude of 1 (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Event.command">
			<summary>Is Command/Windows key held down? (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.GUIContent.none">
			<summary>Shorthand for empty content.</summary>
		</member>
		<member name="P:UnityEngine.GUI.contentColor">
			<summary>Tinting color for all text rendered by the GUI.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.transform">
			<summary>The Transform attached to this GameObject. (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.text">
			<summary>The text contained.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.magnitude">
			<summary>Returns the length of this vector (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Event.capsLock">
			<summary>Is Caps Lock on? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUI.changed">
			<summary>Returns true if any controls changed the value of the input data.</summary>
		</member>
		<member name="P:UnityEngine.SamsungTV.gestureWorking">
			<summary>Returns true if the camera sees a hand.</summary>
		</member>
		<member name="T:UnityEngine.AnchoredJoint2D">
			<summary>Parent class for all joints that have anchor points.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.layer">
			<summary>The layer the game object is in. A layer is in the range [0...31].</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.image">
			<summary>The icon image contained.</summary>
		</member>
		<member name="P:UnityEngine.Event.numeric">
			<summary>Is the current keypress on the numeric keyboard? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUI.enabled">
			<summary>Is the GUI enabled?</summary>
		</member>
		<member name="P:UnityEngine.AnchoredJoint2D.anchor">
			<summary>The joint's anchor point on the object that has the joint component.</summary>
		</member>
		<member name="P:UnityEngine.SamsungTV.GamePadMode UnityEngine.SamsungTV.gamePadMode">
			<summary>Changes the type of input the gamepad produces.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.sqrMagnitude">
			<summary>Returns the squared length of this vector (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.GameObject.activeSelf">
			<summary>The local active state of this GameObject. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.SamsungTV.TouchPadMode">
			<summary>Types of input the remote's touchpad can produce.</summary>
		</member>
		<member name="P:UnityEngine.AnchoredJoint2D.connectedAnchor">
			<summary>The joint's anchor point on the second object (ie, the one which doesn't have the joint component).</summary>
		</member>
		<member name="P:UnityEngine.Vector4.zero">
			<summary>Shorthand for writing Vector4(0,0,0,0).</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.tooltip">
			<summary>The tooltip of this element.</summary>
		</member>
		<member name="P:UnityEngine.GUI.matrix">
			<summary>The GUI transform matrix.</summary>
		</member>
		<member name="P:UnityEngine.Event.functionKey">
			<summary>Is the current keypress a function key? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.SamsungTV.GestureMode">
			<summary>Types of input the gesture camera can produce.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.activeInHierarchy">
			<summary>Is the GameObject active in the scene?</summary>
		</member>
		<member name="P:UnityEngine.Vector4.one">
			<summary>Shorthand for writing Vector4(1,1,1,1).</summary>
		</member>
		<member name="P:UnityEngine.Event.current">
			<summary>The current event that's being processed right now.</summary>
		</member>
		<member name="T:UnityEngine.GUIStyleState">
			<summary>Specialized values for the given states used by GUIStyle objects.</summary>
		</member>
		<member name="P:UnityEngine.GUI.tooltip">
			<summary>The tooltip of the control the mouse is currently over, or which has keyboard focus. (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.SpringJoint2D">
			<summary>Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyleState.background">
			<summary>The background image used by GUI elements in this given state.</summary>
		</member>
		<member name="P:UnityEngine.GUI.depth">
			<summary>The sorting depth of the currently executing GUI behaviour.</summary>
		</member>
		<member name="P:UnityEngine.Event.isKey">
			<summary>Is this event a keyboard event? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GameObject.isStatic">
			<summary>Editor only API that specifies if a game object is static.</summary>
		</member>
		<member name="T:UnityEngine.SamsungTV.GamePadMode">
			<summary>Types of input the gamepad can produce.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set x, y, z and w components of an existing Vector4.</summary>
		</member>
		<member name="P:UnityEngine.Event.isMouse">
			<summary>Is this event a mouse event? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUIStyleState.textColor">
			<summary>The text color used by GUI elements in this state.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,System.String)">
			<summary>Make a text or texture label on screen.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Make a text or texture label on screen.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.GUIContent)">
			<summary>Make a text or texture label on screen.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Make a text or texture label on screen.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Make a text or texture label on screen.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Label(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a text or texture label on screen.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.tag">
			<summary>The tag of this game object.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint2D.distance">
			<summary>The distance the spring will try to keep between the two objects.</summary>
		</member>
		<member name="T:UnityEngine.SamsungTV.OpenAPI">
			<summary>Access to TV specific information.</summary>
		</member>
		<member name="M:UnityEngine.Event.GetTypeForControl(System.Int32)">
			<summary>Get a filtered event type for a given control ID.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.rigidbody">
			<summary>The Rigidbody attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Lerp(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
			<summary>Linearly interpolates between two vectors.</summary>
		</member>
		<member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean)">
			<summary>Draw a texture within a rectangle.</summary>
		</member>
		<member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode)">
			<summary>Draw a texture within a rectangle.</summary>
		</member>
		<member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Draw a texture within a rectangle.</summary>
		</member>
		<member name="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.ScaleMode,System.Boolean,System.Single)">
			<summary>Draw a texture within a rectangle.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint2D.dampingRatio">
			<summary>The amount by which the spring force is reduced in proportion to the movement speed.</summary>
		</member>
		<member name="T:UnityEngine.RectOffset">
			<summary>Offsets for rectangles, borders, etc.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.rigidbody2D">
			<summary>The Rigidbody2D component attached to this GameObject. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint2D.frequency">
			<summary>The frequency at which the spring oscillates around the distance distance between the objects.</summary>
		</member>
		<member name="M:UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect)">
			<summary>Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle.</summary>
		</member>
		<member name="T:UnityEngine.BillboardAsset">
			<summary>BillboardAsset describes how a billboard is rendered.</summary>
		</member>
		<member name="M:UnityEngine.GUI.DrawTextureWithTexCoords(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Boolean)">
			<summary>Draw a texture within a rectangle with the given texture coordinates. Use this function for clipping or tiling the image within the given rectangle.</summary>
		</member>
		<member name="M:UnityEngine.Event.Use()">
			<summary>Use this event.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.MoveTowards(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
			<summary>Moves a point current towards target.</summary>
		</member>
		<member name="P:UnityEngine.BillboardAsset.width">
			<summary>Width of the billboard.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.camera">
			<summary>The Camera attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Event.PopEvent(UnityEngine.Event)">
			<summary>Get the next queued [Event] from the event system.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String)">
			<summary>Make a graphical box.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Make a graphical box.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.GUIContent)">
			<summary>Make a graphical box.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.left">
			<summary>Left edge size.</summary>
		</member>
		<member name="M:UnityEngine.SpringJoint2D.GetReactionForce(System.Single)">
			<summary>Gets the reaction force of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Make a graphical box.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Make a graphical box.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Box(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a graphical box.</summary>
		</member>
		<member name="P:UnityEngine.BillboardAsset.height">
			<summary>Height of the billboard.</summary>
		</member>
		<member name="M:UnityEngine.Event.GetEventCount()">
			<summary>Returns the current number of events that are stored in the event queue.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.light">
			<summary>The Light attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.SpringJoint2D.GetReactionTorque(System.Single)">
			<summary>Gets the reaction torque of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.right">
			<summary>Right edge size.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.animation">
			<summary>The Animation attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,System.String)">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.GUIContent)">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Button(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Normalize(UnityEngine.Vector4)">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Normalize()">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="P:UnityEngine.BillboardAsset.bottom">
			<summary>Height of the billboard that is below ground.</summary>
		</member>
		<member name="M:UnityEngine.Event.KeyboardEvent(System.String)">
			<summary>Create a keyboard event.</summary>
		</member>
		<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,System.String)">
			<summary>Make a button that is active as long as the user holds it down.</summary>
		</member>
		<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Make a button that is active as long as the user holds it down.</summary>
		</member>
		<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.GUIContent)">
			<summary>Make a button that is active as long as the user holds it down.</summary>
		</member>
		<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Make a button that is active as long as the user holds it down.</summary>
		</member>
		<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Make a button that is active as long as the user holds it down.</summary>
		</member>
		<member name="M:UnityEngine.GUI.RepeatButton(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a button that is active as long as the user holds it down.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.top">
			<summary>Top edge size.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.constantForce">
			<summary>The ConstantForce attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String)">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="T:UnityEngine.DistanceJoint2D">
			<summary>Joint that keeps two Rigidbody2D objects a fixed distance apart.</summary>
		</member>
		<member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,System.Int32)">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUI.TextField(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.renderer">
			<summary>The Renderer attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.bottom">
			<summary>Bottom edge size.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.ToString()">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="P:UnityEngine.BillboardAsset.imageCount">
			<summary>Number of pre-baked images that can be switched when the billboard is viewed from different angles.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.ToString(System.String)">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="P:UnityEngine.DistanceJoint2D.distance">
			<summary>The distance separating the two ends of the joint.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.horizontal">
			<summary>Shortcut for left + right. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.DistanceJoint2D.maxDistanceOnly">
			<summary>Whether to maintain a maximum distance only or not.  If not then the absolute distance will be maintained instead.</summary>
		</member>
		<member name="T:UnityEngine.KeyCode">
			<summary>Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard.</summary>
		</member>
		<member name="P:UnityEngine.BillboardAsset.vertexCount">
			<summary>Number of vertices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.audio">
			<summary>The AudioSource attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Dot(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Dot Product of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char)">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,System.Int32)">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,UnityEngine.GUIStyle)">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.GUI.PasswordField(UnityEngine.Rect,System.String,System.Char,System.Int32,UnityEngine.GUIStyle)">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.vertical">
			<summary>Shortcut for top + bottom. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.DistanceJoint2D.GetReactionForce(System.Single)">
			<summary>Gets the reaction force of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.guiText">
			<summary>The GUIText attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String)">
			<summary>Make a Multi-line text area where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,System.Int32)">
			<summary>Make a Multi-line text area where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Make a Multi-line text area where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUI.TextArea(UnityEngine.Rect,System.String,System.Int32,UnityEngine.GUIStyle)">
			<summary>Make a Multi-line text area where the user can edit a string.</summary>
		</member>
		<member name="P:UnityEngine.BillboardAsset.indexCount">
			<summary>Number of indices in the billboard mesh. The mesh is not necessarily a quad. It can be a more complex shape which fits the actual image more precisely.</summary>
		</member>
		<member name="M:UnityEngine.RectOffset.Add(UnityEngine.Rect)">
			<summary>Add the border offsets to a rect.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Project(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Projects a vector onto another vector.</summary>
		</member>
		<member name="P:UnityEngine.BillboardAsset.material">
			<summary>The material used for rendering.</summary>
		</member>
		<member name="M:UnityEngine.DistanceJoint2D.GetReactionTorque(System.Single)">
			<summary>Gets the reaction torque of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.GUI.SetNextControlName(System.String)">
			<summary>Set the name of the next control.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Distance(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns the distance between a and b.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.networkView">
			<summary>The NetworkView attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.RectOffset.Remove(UnityEngine.Rect)">
			<summary>Remove the border offsets from a rect.</summary>
		</member>
		<member name="T:UnityEngine.EventType">
			<summary>Types of UnityGUI input and processing events.</summary>
		</member>
		<member name="M:UnityEngine.GUI.GetNameOfFocusedControl()">
			<summary>Get the name of named control that has focus.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.guiTexture">
			<summary>The GUITexture attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.HingeJoint2D">
			<summary>Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.</summary>
		</member>
		<member name="T:UnityEngine.BillboardRenderer">
			<summary>Renders a billboard.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Min(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns a vector that is made from the smallest components of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.GUI.FocusControl(System.String)">
			<summary>Move keyboard focus to a named control.</summary>
		</member>
		<member name="T:UnityEngine.FontStyle">
			<summary>Font Style applied to GUI Texts, Text Meshes or GUIStyles.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.collider">
			<summary>The Collider attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.useMotor">
			<summary>Should the joint be rotated automatically by a motor torque?</summary>
		</member>
		<member name="T:UnityEngine.EventModifiers">
			<summary>Types of modifier key that can be active during a keystroke event.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,System.String)">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.Texture)">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent)">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,System.String,UnityEngine.GUIStyle)">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toggle(UnityEngine.Rect,System.Int32,System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Max(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns a vector that is made from the largest components of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,System.String[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="P:UnityEngine.BillboardRenderer.billboard">
			<summary>The BillboardAsset to render.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.Texture[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,System.String[],UnityEngine.GUIStyle)">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle)">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Toolbar(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle)">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.collider2D">
			<summary>The Collider2D component attached to this object.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.useLimits">
			<summary>Should limits be placed on the range of rotation?</summary>
		</member>
		<member name="T:UnityEngine.Gizmos">
			<summary>Gizmos are used to give visual debugging or setup aids in the scene view.</summary>
		</member>
		<member name="T:UnityEngine.ImagePosition">
			<summary>How image and text is placed inside GUIStyle.</summary>
		</member>
		<member name="T:UnityEngine.Ray">
			<summary>Representation of rays.</summary>
		</member>
		<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,System.String[],System.Int32)">
			<summary>Make a grid of buttons.</summary>
		</member>
		<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],System.Int32)">
			<summary>Make a grid of buttons.</summary>
		</member>
		<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32)">
			<summary>Make a grid of buttons.</summary>
		</member>
		<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle)">
			<summary>Make a grid of buttons.</summary>
		</member>
		<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle)">
			<summary>Make a grid of buttons.</summary>
		</member>
		<member name="M:UnityEngine.GUI.SelectionGrid(UnityEngine.Rect,System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle)">
			<summary>Make a grid of buttons.</summary>
		</member>
		<member name="T:UnityEngine.GUIStyle">
			<summary>Styling information for GUI elements.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.hingeJoint">
			<summary>The HingeJoint attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.motor">
			<summary>Parameters for the motor force applied to the joint.</summary>
		</member>
		<member name="P:UnityEngine.Gizmos.color">
			<summary>Sets the color for the gizmos that will be drawn next.</summary>
		</member>
		<member name="P:UnityEngine.Ray.origin">
			<summary>The origin point of the ray.</summary>
		</member>
		<member name="T:UnityEngine.WindZoneMode">
			<summary>Modes a Wind Zone can have, either Spherical or Directional.</summary>
		</member>
		<member name="M:UnityEngine.GUI.HorizontalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single)">
			<summary>A horizontal slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEngine.GUI.HorizontalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>A horizontal slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.name">
			<summary>The name of this GUIStyle. Used for getting them based on name.</summary>
		</member>
		<member name="P:UnityEngine.Ray.direction">
			<summary>The direction of the ray.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.limits">
			<summary>Limit of angular rotation on the joint.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.particleEmitter">
			<summary>The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.WindZone">
			<summary>Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind.</summary>
		</member>
		<member name="P:UnityEngine.Gizmos.matrix">
			<summary>Set the gizmo matrix used to draw all gizmos.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.normal">
			<summary>Rendering settings for when the component is displayed normally.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.particleSystem">
			<summary>The ParticleSystem attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.GUI.VerticalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single)">
			<summary>A vertical slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEngine.GUI.VerticalSlider(UnityEngine.Rect,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>A vertical slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Ray)">
			<summary>Draws a ray starting at from to from + direction.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a ray starting at from to from + direction.</summary>
		</member>
		<member name="M:UnityEngine.Ray.GetPoint(System.Single)">
			<summary>Returns a point at distance units along the ray.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.limitState">
			<summary>Gets the state of the joint limit.</summary>
		</member>
		<member name="P:UnityEngine.WindZone.mode">
			<summary>Defines the type of wind zone to be used (Spherical or Directional).</summary>
		</member>
		<member name="M:UnityEngine.GUI.HorizontalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
			<summary>Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</summary>
		</member>
		<member name="M:UnityEngine.GUI.HorizontalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
			<summary>Make a horizontal scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.hover">
			<summary>Rendering settings for when the mouse is hovering over the control.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType)">
			<summary>Creates a game object with a primitive mesh renderer and appropriate collider.</summary>
		</member>
		<member name="P:UnityEngine.WindZone.radius">
			<summary>Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical).</summary>
		</member>
		<member name="M:UnityEngine.Ray.ToString()">
			<summary>Returns a nicely formatted string for this ray.</summary>
		</member>
		<member name="M:UnityEngine.Ray.ToString(System.String)">
			<summary>Returns a nicely formatted string for this ray.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a line starting at from towards to.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.referenceAngle">
			<summary>The angle referenced between the two bodies used as the constraint for the joint.</summary>
		</member>
		<member name="M:UnityEngine.GUI.VerticalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single)">
			<summary>Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</summary>
		</member>
		<member name="M:UnityEngine.GUI.VerticalScrollbar(UnityEngine.Rect,System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
			<summary>Make a vertical scrollbar. Scrollbars are what you use to scroll through a document. Most likely, you want to use scrollViews instead.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.active">
			<summary>Rendering settings for when the control is pressed down.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent(System.Type)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="T:UnityEngine.Ray2D">
			<summary>A ray in 2D space.</summary>
		</member>
		<member name="P:UnityEngine.WindZone.windMain">
			<summary>The primary wind force.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireSphere(UnityEngine.Vector3,System.Single)">
			<summary>Draws a wireframe sphere with center and radius.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent()">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent(System.String)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.jointAngle">
			<summary>The current joint angle with respect to the reference angle.</summary>
		</member>
		<member name="P:UnityEngine.Ray2D.origin">
			<summary>The starting point of the ray in world space.</summary>
		</member>
		<member name="P:UnityEngine.WindZone.windTurbulence">
			<summary>The turbulence wind force.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.onNormal">
			<summary>Rendering settings for when the control is turned on.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Type)">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInChildren()">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawSphere(UnityEngine.Vector3,System.Single)">
			<summary>Draws a solid sphere with center and radius.</summary>
		</member>
		<member name="P:UnityEngine.WindZone.windPulseMagnitude">
			<summary>Defines ow much the wind changes over time.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect)">
			<summary>Begin a group. Must be matched with a call to EndGroup.</summary>
		</member>
		<member name="P:UnityEngine.Ray2D.direction">
			<summary>The direction of the ray in world space.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,System.String)">
			<summary>Begin a group. Must be matched with a call to EndGroup.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Begin a group. Must be matched with a call to EndGroup.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIContent)">
			<summary>Begin a group. Must be matched with a call to EndGroup.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Begin a group. Must be matched with a call to EndGroup.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Begin a group. Must be matched with a call to EndGroup.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Begin a group. Must be matched with a call to EndGroup.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginGroup(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Begin a group. Must be matched with a call to EndGroup.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.onHover">
			<summary>Rendering settings for when the control is turned on and the mouse is hovering it.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireCube(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draw a wireframe box with center and size.</summary>
		</member>
		<member name="P:UnityEngine.WindZone.windPulseFrequency">
			<summary>Defines the frequency of the wind changes.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInParent(System.Type)">
			<summary>Finds component in the parent.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInParent()">
			<summary>Finds component in the parent.</summary>
		</member>
		<member name="M:UnityEngine.GUI.EndGroup()">
			<summary>End a group.</summary>
		</member>
		<member name="M:UnityEngine.Ray2D.GetPoint(System.Single)">
			<summary>Get a point that lies a given distance along a ray.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetReactionForce(System.Single)">
			<summary>Gets the reaction force of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.onActive">
			<summary>Rendering settings for when the element is turned on and pressed down.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponents(System.Type)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponents()">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawCube(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draw a solid box with center and size.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponents(System.Type,System.Collections.Generic.List`1<UnityEngine.Component>)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponents(System.Collections.Generic.List`1<T>)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="T:UnityEngine.DynamicGI">
			<summary>Allows to control the dynamic Global Illumination.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect)">
			<summary>Begin a scrolling view inside your GUI.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean)">
			<summary>Begin a scrolling view inside your GUI.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>Begin a scrolling view inside your GUI.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>Begin a scrolling view inside your GUI.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BeginScrollView(UnityEngine.Rect,UnityEngine.Vector2,UnityEngine.Rect,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle)">
			<summary>Begin a scrolling view inside your GUI.</summary>
		</member>
		<member name="M:UnityEngine.GUI.EndScrollView()">
			<summary>Ends a scrollview started with a call to BeginScrollView.</summary>
		</member>
		<member name="M:UnityEngine.GUI.EndScrollView(System.Boolean)">
			<summary>Ends a scrollview started with a call to BeginScrollView.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean,System.Collections.Generic.List`1<T>)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.focused">
			<summary>Rendering settings for when the element has keyboard focus.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren()">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Collections.Generic.List`1<T>)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetReactionTorque(System.Single)">
			<summary>Gets the reaction torque of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.DynamicGI.indirectScale">
			<summary>Allows for scaling the contribution coming from realtime &amp; static  lightmaps.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draws a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3)">
			<summary>Draws a mesh.</summary>
		</member>
		<member name="T:UnityEngine.Plane">
			<summary>Representation of a plane in 3D space.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh)">
			<summary>Draws a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Draws a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Draws a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draws a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3)">
			<summary>Draws a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawMesh(UnityEngine.Mesh,System.Int32)">
			<summary>Draws a mesh.</summary>
		</member>
		<member name="P:UnityEngine.DynamicGI.updateThreshold">
			<summary>Threshold for limiting updates of realtime GI.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.onFocused">
			<summary>Rendering settings for when the element has keyboard and is turned on.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean,System.Collections.Generic.List`1<T>)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent()">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="P:UnityEngine.Plane.normal">
			<summary>Normal vector of the plane.</summary>
		</member>
		<member name="M:UnityEngine.GUI.ScrollTo(UnityEngine.Rect)">
			<summary>Scrolls all enclosing scrollviews so they try to make position visible.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetMotorTorque(System.Single)">
			<summary>Gets the motor torque of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.DynamicGI.synchronousMode">
			<summary>When enabled, new dynamic Global Illumination output is shown in each frame.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draws a wireframe mesh.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SetActive(System.Boolean)">
			<summary>Activates/Deactivates the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,UnityEngine.Vector3)">
			<summary>Draws a wireframe mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh)">
			<summary>Draws a wireframe mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Draws a wireframe mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Draws a wireframe mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draws a wireframe mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,System.Int32,UnityEngine.Vector3)">
			<summary>Draws a wireframe mesh.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireMesh(UnityEngine.Mesh,System.Int32)">
			<summary>Draws a wireframe mesh.</summary>
		</member>
		<member name="P:UnityEngine.Plane.distance">
			<summary>Distance from the origin to the plane.</summary>
		</member>
		<member name="T:UnityEngine.SliderJoint2D">
			<summary>Joint that restricts the motion of a Rigidbody2D object to a single line.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.border">
			<summary>The borders of all background images.</summary>
		</member>
		<member name="M:UnityEngine.DynamicGI.SetEmissive(UnityEngine.Renderer,UnityEngine.Color)">
			<summary>Allows to set an emissive color for a given renderer quickly, without the need to render the emissive input for the entire system.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.margin">
			<summary>The margins between elements rendered in this style and any other GUI elements.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,System.String)">
			<summary>Make a popup window.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.Texture)">
			<summary>Make a popup window.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.GUIContent)">
			<summary>Make a popup window.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,System.String,UnityEngine.GUIStyle)">
			<summary>Make a popup window.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Make a popup window.</summary>
		</member>
		<member name="M:UnityEngine.GUI.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Make a popup window.</summary>
		</member>
		<member name="M:UnityEngine.Plane.SetNormalAndPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets a plane using a point that lies within it along with a normal to orient it.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String,System.Boolean)">
			<summary>Draw an icon at a position in the scene view.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String)">
			<summary>Draw an icon at a position in the scene view.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.angle">
			<summary>The angle of the line in space.</summary>
		</member>
		<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,System.String)">
			<summary>Show a Modal Window.</summary>
		</member>
		<member name="M:UnityEngine.DynamicGI.UpdateMaterials(UnityEngine.Renderer)">
			<summary>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.Texture)">
			<summary>Show a Modal Window.</summary>
		</member>
		<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.GUIContent)">
			<summary>Show a Modal Window.</summary>
		</member>
		<member name="M:UnityEngine.DynamicGI.UpdateMaterials(UnityEngine.Terrain)">
			<summary>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,System.String,UnityEngine.GUIStyle)">
			<summary>Show a Modal Window.</summary>
		</member>
		<member name="M:UnityEngine.DynamicGI.UpdateMaterials(UnityEngine.Terrain,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Show a Modal Window.</summary>
		</member>
		<member name="M:UnityEngine.GUI.ModalWindow(System.Int32,UnityEngine.Rect,UnityEngine.GUI.WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Show a Modal Window.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.padding">
			<summary>Space from the edge of GUIStyle to the start of the contents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.CompareTag(System.String)">
			<summary>Is this game object tagged with tag ?</summary>
		</member>
		<member name="M:UnityEngine.DynamicGI.UpdateEnvironment()">
			<summary>Schedules an update of the environment texture.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.overflow">
			<summary>Extra space to be added to the background image.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Draw a texture in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
			<summary>Draw a texture in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
			<summary>Draw a texture in the scene.</summary>
		</member>
		<member name="M:UnityEngine.GUI.DragWindow(UnityEngine.Rect)">
			<summary>Make a window draggable.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Draw a texture in the scene.</summary>
		</member>
		<member name="M:UnityEngine.GUI.DragWindow()">
			<summary>Make a window draggable.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.useMotor">
			<summary>Should a motor force be applied automatically to the Rigidbody2D?</summary>
		</member>
		<member name="M:UnityEngine.Plane.Set3Points(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets a plane using three points that lie within it.  The points go around clockwise as you look down on the top surface of the plane.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.FindWithTag(System.String)">
			<summary>Returns one active GameObject tagged tag. Returns null if no GameObject was found.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemRenderMode">
			<summary>The rendering mode for particle systems (Shuriken).</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.imagePosition">
			<summary>How image and text of the GUIContent is combined.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawFrustum(UnityEngine.Vector3,System.Single,System.Single,System.Single,System.Single)">
			<summary>Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.FindGameObjectsWithTag(System.String)">
			<summary>Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemSimulationSpace">
			<summary>The space to simulate particles in.</summary>
		</member>
		<member name="M:UnityEngine.Plane.GetDistanceToPoint(UnityEngine.Vector3)">
			<summary>Returns a signed distance from plane to point.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.useLimits">
			<summary>Should motion limits be used?</summary>
		</member>
		<member name="M:UnityEngine.GUI.BringWindowToFront(System.Int32)">
			<summary>Bring a specific window to front of the floating windows.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.alignment">
			<summary>Text alignment.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="T:UnityEngine.FlareLayer">
			<summary>FlareLayer component.</summary>
		</member>
		<member name="M:UnityEngine.GUI.BringWindowToBack(System.Int32)">
			<summary>Bring a specific window to back of the floating windows.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.motor">
			<summary>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</summary>
		</member>
		<member name="M:UnityEngine.Plane.GetSide(UnityEngine.Vector3)">
			<summary>Is a point on the positive side of the plane?</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystem">
			<summary>Script interface for particle systems (Shuriken).</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.wordWrap">
			<summary>Should the text be wordwrapped?</summary>
		</member>
		<member name="M:UnityEngine.GUI.FocusWindow(System.Int32)">
			<summary>Make a window become the active window.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="T:UnityEngine.LightProbeGroup">
			<summary>Light Probe Group.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startDelay">
			<summary>Start delay in seconds.</summary>
		</member>
		<member name="M:UnityEngine.Plane.SameSide(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Are two points on the same side of the plane?</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.limits">
			<summary>Restrictions on how far the joint can slide in each direction along the line.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.clipping">
			<summary>What to do when the contents to be rendered is too large to fit within the area given.</summary>
		</member>
		<member name="M:UnityEngine.GUI.UnfocusWindow()">
			<summary>Remove focus from all windows.</summary>
		</member>
		<member name="P:UnityEngine.LightProbeGroup.probePositions">
			<summary>Editor only function to access and modify probe positions.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent(System.Type)">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent()">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.isPlaying">
			<summary>Is the particle system playing right now ?</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.limitState">
			<summary>Gets the state of the joint limit.</summary>
		</member>
		<member name="M:UnityEngine.Plane.Raycast(UnityEngine.Ray,System.Single&)">
			<summary>Intersects a ray with the plane.</summary>
		</member>
		<member name="T:UnityEngine.GUI.GroupScope">
			<summary>Disposable helper class for managing BeginGroup / EndGroup.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.contentOffset">
			<summary>Pixel offset to apply to the content of this GUIstyle.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.Find(System.String)">
			<summary>Finds a game object by name and returns it.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent(System.String)">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.isStopped">
			<summary>Is the particle system stopped right now ?</summary>
		</member>
		<member name="T:UnityEngine.Mathf">
			<summary>A collection of common math functions.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.referenceAngle">
			<summary>The angle referenced between the two bodies used as the constraint for the joint.</summary>
		</member>
		<member name="T:UnityEngine.Vector2">
			<summary>Representation of 2D vectors and points.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.fixedWidth">
			<summary>If non-0, any GUI elements rendered with this style will have the width specified here.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sin(System.Single)">
			<summary>Returns the sine of angle f in radians.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.isPaused">
			<summary>Is the particle system paused right now ?</summary>
		</member>
		<member name="F:UnityEngine.Vector2.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.jointTranslation">
			<summary>The current joint translation.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.fixedHeight">
			<summary>If non-0, any GUI elements rendered with this style will have the height specified here.</summary>
		</member>
		<member name="T:UnityEngine.Transform">
			<summary>Position, rotation and scale of an object.</summary>
		</member>
		<member name="T:UnityEngine.GUI.ScrollViewScope">
			<summary>Disposable helper class for managing BeginScrollView / EndScrollView.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Cos(System.Single)">
			<summary>Returns the cosine of angle f in radians.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.loop">
			<summary>Is the particle system looping?</summary>
		</member>
		<member name="F:UnityEngine.Vector2.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.stretchWidth">
			<summary>Can GUI elements of this style be stretched horizontally for better layouting?</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Tan(System.Single)">
			<summary>Returns the tangent of angle f in radians.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.playOnAwake">
			<summary>If set to true, the particle system will automatically start playing on startup.</summary>
		</member>
		<member name="T:UnityEngine.NetworkViewID">
			<summary>The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.normalized">
			<summary>Returns this vector with a magnitude of 1 (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.SliderJoint2D.GetMotorForce(System.Single)">
			<summary>Gets the motor force of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.Transform.position">
			<summary>The position of the transform in world space.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.stretchHeight">
			<summary>Can GUI elements of this style be stretched vertically for better layout?</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Asin(System.Single)">
			<summary>Returns the arc-sine of f - the angle in radians whose sine is f.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.time">
			<summary>Playback position in seconds.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.unassigned">
			<summary>Represents an invalid network view ID.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.magnitude">
			<summary>Returns the length of this vector (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Transform.localPosition">
			<summary>Position of the transform relative to the parent transform.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.font">
			<summary>The font to use for rendering. If null, the default font for the current GUISkin is used instead.</summary>
		</member>
		<member name="T:UnityEngine.WheelJoint2D">
			<summary>The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Acos(System.Single)">
			<summary>Returns the arc-cosine of f - the angle in radians whose cosine is f.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.isMine">
			<summary>True if instantiated by me.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.duration">
			<summary>The duration of the particle system in seconds (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Vector2.sqrMagnitude">
			<summary>Returns the squared length of this vector (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Transform.eulerAngles">
			<summary>The rotation as Euler angles in degrees.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.fontSize">
			<summary>The font size to use (for dynamic fonts).</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.suspension">
			<summary>Set the joint suspension configuration.</summary>
		</member>
		<member name="P:UnityEngine.Transform.localEulerAngles">
			<summary>The rotation as Euler angles in degrees relative to the parent transform's rotation.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.zero">
			<summary>Shorthand for writing Vector2(0, 0).</summary>
		</member>
		<member name="P:UnityEngine.Transform.right">
			<summary>The red axis of the transform in world space.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.fontStyle">
			<summary>The font style to use (for dynamic fonts).</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.playbackSpeed">
			<summary>The playback speed of the particle system. 1 is normal playback speed.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Atan(System.Single)">
			<summary>Returns the arc-tangent of f - the angle in radians whose tangent is f.</summary>
		</member>
		<member name="P:UnityEngine.Transform.up">
			<summary>The green axis of the transform in world space.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.owner">
			<summary>The NetworkPlayer who owns the NetworkView. Could be the server.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.useMotor">
			<summary>Should a motor force be applied automatically to the Rigidbody2D?</summary>
		</member>
		<member name="P:UnityEngine.Vector2.one">
			<summary>Shorthand for writing Vector2(1, 1).</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.particleCount">
			<summary>The current number of particles (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.motor">
			<summary>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.enableEmission">
			<summary>When set to false, the particle system will not emit particles.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.up">
			<summary>Shorthand for writing Vector2(0, 1).</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.richText">
			<summary>Enable HTML-style tags for Text Formatting Markup.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.jointTranslation">
			<summary>The current joint translation.</summary>
		</member>
		<member name="M:UnityEngine.NetworkViewID.ToString()">
			<summary>Returns a formatted string with details on this NetworkViewID.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.emissionRate">
			<summary>The rate of emission.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Atan2(System.Single,System.Single)">
			<summary>Returns the angle in radians whose Tan is y/x.</summary>
		</member>
		<member name="P:UnityEngine.Transform.forward">
			<summary>The blue axis of the transform in world space.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.lineHeight">
			<summary>The height of one line of text with this style, measured in pixels. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sqrt(System.Single)">
			<summary>Returns square root of f.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startSpeed">
			<summary>The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve.</summary>
		</member>
		<member name="T:UnityEngine.Ping">
			<summary>Ping any given IP address (given in dot notation).</summary>
		</member>
		<member name="P:UnityEngine.Vector2.right">
			<summary>Shorthand for writing Vector2(1, 0).</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Abs(System.Single)">
			<summary>Returns the absolute value of f.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.none">
			<summary>Shortcut for an empty GUIStyle.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startSize">
			<summary>The initial size of particles when emitted. When using curves, this values acts as a scale on the curve.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Abs(System.Int32)">
			<summary>Returns the absolute value of f.</summary>
		</member>
		<member name="P:UnityEngine.Ping.isDone">
			<summary>Has the ping function completed?</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Set(System.Single,System.Single)">
			<summary>Set x and y components of an existing Vector2.</summary>
		</member>
		<member name="P:UnityEngine.Transform.rotation">
			<summary>The rotation of the transform in world space stored as a Quaternion.</summary>
		</member>
		<member name="M:UnityEngine.WheelJoint2D.GetMotorTorque(System.Single)">
			<summary>Gets the motor torque of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startColor">
			<summary>The initial color of particles when emitted.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.Texture,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="P:UnityEngine.Ping.time">
			<summary>This property contains the ping time result after isDone returns true.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Single,System.Single)">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Single[])">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Int32,System.Int32)">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Int32[])">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startRotation">
			<summary>The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve.</summary>
		</member>
		<member name="P:UnityEngine.Transform.localRotation">
			<summary>The rotation of the transform relative to the parent transform's rotation.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Lerp(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Linearly interpolates between two vectors.</summary>
		</member>
		<member name="T:UnityEngine.PhysicsMaterial2D">
			<summary>Asset type that defines the surface properties of a Collider2D.</summary>
		</member>
		<member name="P:UnityEngine.Transform.localScale">
			<summary>The scale of the transform relative to the parent.</summary>
		</member>
		<member name="P:UnityEngine.Ping.ip">
			<summary>The IP target of the ping.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.DrawCursor(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32)">
			<summary>Draw this GUIStyle with selected content.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Single,System.Single)">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startLifetime">
			<summary>The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is create by the particle system.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Single[])">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Int32,System.Int32)">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Int32[])">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="P:UnityEngine.PhysicsMaterial2D.bounciness">
			<summary>The degree of elasticity during collisions.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.MoveTowards(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Moves a point current towards target.</summary>
		</member>
		<member name="P:UnityEngine.Transform.parent">
			<summary>The parent of the transform.</summary>
		</member>
		<member name="T:UnityEngine.NetworkView">
			<summary>The network view is the binding material of multiplayer games.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.gravityModifier">
			<summary>Scale being applied to the gravity defined by Physics.gravity.</summary>
		</member>
		<member name="P:UnityEngine.PhysicsMaterial2D.friction">
			<summary>Coefficient of friction.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.DrawWithTextSelection(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32,System.Boolean)">
			<summary>Draw this GUIStyle with selected content.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Pow(System.Single,System.Single)">
			<summary>Returns f raised to power p.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.DrawWithTextSelection(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32)">
			<summary>Draw this GUIStyle with selected content.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.observed">
			<summary>The component the network view is observing.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.GetCursorPixelPosition(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
			<summary>Get the pixel position of a given string index.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.stateSynchronization">
			<summary>The type of NetworkStateSynchronization set for this network view.</summary>
		</member>
		<member name="P:UnityEngine.Transform.worldToLocalMatrix">
			<summary>Matrix that transforms a point from world space into local space (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.PhysicsUpdateBehaviour2D">
			<summary>A base type for 2D physics components that required a callback during FixedUpdate.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Exp(System.Single)">
			<summary>Returns e raised to the specified power.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.maxParticles">
			<summary>The maximum number of particles to emit.</summary>
		</member>
		<member name="P:UnityEngine.Transform.localToWorldMatrix">
			<summary>Matrix that transforms a point from local space into world space (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Normalize()">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log(System.Single,System.Single)">
			<summary>Returns the logarithm of a specified number in a specified base.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log(System.Single)">
			<summary>Returns the logarithm of a specified number in a specified base.</summary>
		</member>
		<member name="T:UnityEngine.ConstantForce2D">
			<summary>Applies both linear and angular (torque) forces continuously to the rigidbody each physics update.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.GetCursorStringIndex(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2)">
			<summary>Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.ToString()">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.ToString(System.String)">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.viewID">
			<summary>The ViewID of this network view.</summary>
		</member>
		<member name="P:UnityEngine.Transform.root">
			<summary>Returns the topmost transform in the hierarchy.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log10(System.Single)">
			<summary>Returns the base 10 logarithm of a specified number.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.CalcSize(UnityEngine.GUIContent)">
			<summary>Calculate the size of a some content if it is rendered with this style.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce2D.force">
			<summary>The linear force applied to the rigidbody each physics update.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Dot(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Dot Product of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.simulationSpace">
			<summary>This selects the space in which to simulate particles. It can be either world or local space.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce2D.relativeForce">
			<summary>The linear force, relative to the rigid-body coordinate system, applied each physics update.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.CalcScreenSize(UnityEngine.Vector2)">
			<summary>Calculate the size of an element formatted with this style, and a given space to content.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Ceil(System.Single)">
			<summary>Returns the smallest integer greater to or equal to f.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.group">
			<summary>The network group number of this network view.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Angle(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Returns the angle in degrees between from and to.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.randomSeed">
			<summary>Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake.</summary>
		</member>
		<member name="P:UnityEngine.Transform.childCount">
			<summary>The number of children the Transform has.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.CalcHeight(UnityEngine.GUIContent,System.Single)">
			<summary>How tall this element will be when rendered with content and a specific width.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce2D.torque">
			<summary>The torque applied to the rigidbody each physics update.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.isMine">
			<summary>Is the network view controlled by this object?</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Floor(System.Single)">
			<summary>Returns the largest integer smaller to or equal to f.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.SetParticles(UnityEngine.ParticleSystem.Particle[],System.Int32)">
			<summary>Set the particles of this particle system. size is the number of particles that is set.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Distance(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Returns the distance between a and b.</summary>
		</member>
		<member name="T:UnityEngine.EffectorSelection2D">
			<summary>Selects the source and/or target to be used by an Effector2D.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.owner">
			<summary>The NetworkPlayer who owns this network view.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.CalcMinMaxWidth(UnityEngine.GUIContent,System.Single&,System.Single&)">
			<summary>Calculate the minimum and maximum widths for this style rendered with content.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Round(System.Single)">
			<summary>Returns f rounded to the nearest integer.</summary>
		</member>
		<member name="P:UnityEngine.Transform.lossyScale">
			<summary>The global scale of the object (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Vector2.ClampMagnitude(UnityEngine.Vector2,System.Single)">
			<summary>Returns a copy of vector with its magnitude clamped to maxLength.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.GetParticles(UnityEngine.ParticleSystem.Particle[])">
			<summary>Get the particles of this particle system.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.CeilToInt(System.Single)">
			<summary>Returns the smallest integer greater to or equal to f.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean)">
			<summary>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Simulate(System.Single)">
			<summary>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean,System.Boolean)">
			<summary>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.RPCMode,System.Object[])">
			<summary>Call a RPC function on all connected peers.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.NetworkPlayer,System.Object[])">
			<summary>Call a RPC function on all connected peers.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Min(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Returns a vector that is made from the smallest components of two vectors.</summary>
		</member>
		<member name="T:UnityEngine.TextClipping">
			<summary>Different methods for how the GUI system handles text being too large to fit the rectangle allocated.</summary>
		</member>
		<member name="P:UnityEngine.Transform.hasChanged">
			<summary>Has the transform changed since the last time the flag was set to 'false'?</summary>
		</member>
		<member name="T:UnityEngine.EffectorForceMode2D">
			<summary>The mode used to apply Effector2D forces.</summary>
		</member>
		<member name="T:UnityEngine.FullScreenMovieControlMode">
			<summary>Describes options for displaying movie playback controls.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.FloorToInt(System.Single)">
			<summary>Returns the largest integer smaller to or equal to f.</summary>
		</member>
		<member name="T:UnityEngine.Effector2D">
			<summary>A base class for all 2D effectors.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.SetScope(UnityEngine.NetworkPlayer,System.Boolean)">
			<summary>Set the scope of the network view in relation to a specific network player.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Max(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Returns a vector that is made from the largest components of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.Transform.SetParent(UnityEngine.Transform)">
			<summary>Set the parent of the transform.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Play()">
			<summary>Plays the particle system.</summary>
		</member>
		<member name="M:UnityEngine.Transform.SetParent(UnityEngine.Transform,System.Boolean)">
			<summary>Set the parent of the transform.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Play(System.Boolean)">
			<summary>Plays the particle system.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.Find(UnityEngine.NetworkViewID)">
			<summary>Find a network view based on a NetworkViewID.</summary>
		</member>
		<member name="T:UnityEngine.FullScreenMovieScalingMode">
			<summary>Describes scaling modes for displaying movies.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.RoundToInt(System.Single)">
			<summary>Returns f rounded to the nearest integer.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Stop()">
			<summary>Stops playing the particle system.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Stop(System.Boolean)">
			<summary>Stops playing the particle system.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.SmoothDamp(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2&,System.Single,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.SmoothDamp(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2&,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.SmoothDamp(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Vector2&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="P:UnityEngine.Effector2D.colliderMask">
			<summary>The mask used to select specific layers allowed to interact with the effector.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Pause()">
			<summary>Pauses playing the particle system.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sign(System.Single)">
			<summary>Returns the sign of f.</summary>
		</member>
		<member name="T:UnityEngine.AndroidActivityIndicatorStyle">
			<summary>ActivityIndicator Style (Android Specific).</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Pause(System.Boolean)">
			<summary>Pauses playing the particle system.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Space)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Space)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Transform)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Transform)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="T:UnityEngine.Network">
			<summary>The network class is at the heart of the network implementation and provides the core functions.</summary>
		</member>
		<member name="T:UnityEngine.Vector3">
			<summary>Representation of 3D vectors and points.</summary>
		</member>
		<member name="T:UnityEngine.AreaEffector2D">
			<summary>Applies forces within an area.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp(System.Single,System.Single,System.Single)">
			<summary>Clamps a value between a minimum float and maximum float value.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp(System.Int32,System.Int32,System.Int32)">
			<summary>Clamps a value between a minimum float and maximum float value.</summary>
		</member>
		<member name="P:UnityEngine.Network.incomingPassword">
			<summary>Set the password for the server (for incoming connections).</summary>
		</member>
		<member name="T:UnityEngine.Handheld">
			<summary>Interface into functionality unique to handheld devices.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Clear()">
			<summary>Remove all particles in the particle system.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Clear(System.Boolean)">
			<summary>Remove all particles in the particle system.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,UnityEngine.Space)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(System.Single,System.Single,System.Single)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(System.Single,System.Single,System.Single,UnityEngine.Space)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,System.Single)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,System.Single,UnityEngine.Space)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="F:UnityEngine.Vector3.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.Network.logLevel">
			<summary>Set the log level for network messages (default is Off).</summary>
		</member>
		<member name="P:UnityEngine.AreaEffector2D.forceDirection">
			<summary>The direction of the force to be applied.</summary>
		</member>
		<member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Rotates the transform about axis passing through point in world coordinates by angle degrees.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.IsAlive()">
			<summary>Does the system have any live particles (or will produce more)?</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.IsAlive(System.Boolean)">
			<summary>Does the system have any live particles (or will produce more)?</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp01(System.Single)">
			<summary>Clamps value between 0 and 1 and returns value.</summary>
		</member>
		<member name="F:UnityEngine.Vector3.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="F:UnityEngine.Vector3.z">
			<summary>Z component of the vector.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Lerp(System.Single,System.Single,System.Single)">
			<summary>Interpolates between a and b by t. t is clamped between 0 and 1.</summary>
		</member>
		<member name="P:UnityEngine.Network.connections">
			<summary>All connected players.</summary>
		</member>
		<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform)">
			<summary>Rotates the transform so the forward vector points at /target/'s current position.</summary>
		</member>
		<member name="P:UnityEngine.Handheld.use32BitDisplayBuffer">
			<summary>Determines whether or not a 32-bit display buffer will be used.</summary>
		</member>
		<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform,UnityEngine.Vector3)">
			<summary>Rotates the transform so the forward vector points at /target/'s current position.</summary>
		</member>
		<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Rotates the transform so the forward vector points at /target/'s current position.</summary>
		</member>
		<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3)">
			<summary>Rotates the transform so the forward vector points at /target/'s current position.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Emit(System.Int32)">
			<summary>Emit count particles immediately.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color32)">
			<summary>Emit count particles immediately.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.ParticleSystem.Particle)">
			<summary>Emit count particles immediately.</summary>
		</member>
		<member name="P:UnityEngine.AreaEffector2D.forceMagnitude">
			<summary>The magnitude of the force to be applied.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color,UnityEngine.FullScreenMovieControlMode,UnityEngine.FullScreenMovieScalingMode)">
			<summary>Plays a full-screen movie.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color,UnityEngine.FullScreenMovieControlMode)">
			<summary>Plays a full-screen movie.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color)">
			<summary>Plays a full-screen movie.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String)">
			<summary>Plays a full-screen movie.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.LerpAngle(System.Single,System.Single,System.Single)">
			<summary>Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystem.Particle">
			<summary>Script interface for a Particle.</summary>
		</member>
		<member name="P:UnityEngine.Network.player">
			<summary>Get the local NetworkPlayer instance.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformDirection(UnityEngine.Vector3)">
			<summary>Transforms direction from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformDirection(System.Single,System.Single,System.Single)">
			<summary>Transforms direction from local space to world space.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.normalized">
			<summary>Returns this vector with a magnitude of 1 (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Mathf.MoveTowards(System.Single,System.Single,System.Single)">
			<summary>Moves a value current towards target.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.Vibrate()">
			<summary>Triggers device vibration.</summary>
		</member>
		<member name="P:UnityEngine.Network.isClient">
			<summary>Returns true if your peer type is client.</summary>
		</member>
		<member name="P:UnityEngine.AreaEffector2D.forceVariation">
			<summary>The variation of the magnitude of the force to be applied.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.Particle.position">
			<summary>The position of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformDirection(UnityEngine.Vector3)">
			<summary>Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformDirection(System.Single,System.Single,System.Single)">
			<summary>Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.</summary>
		</member>
		<member name="P:UnityEngine.AreaEffector2D.drag">
			<summary>The linear drag to apply to rigid-bodies.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.MoveTowardsAngle(System.Single,System.Single,System.Single)">
			<summary>Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.</summary>
		</member>
		<member name="P:UnityEngine.AreaEffector2D.angularDrag">
			<summary>The angular drag to apply to rigid-bodies.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle(UnityEngine.iOS.ActivityIndicatorStyle)">
			<summary>Sets the desired activity indicator style.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle(UnityEngine.AndroidActivityIndicatorStyle)">
			<summary>Sets the desired activity indicator style.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.Particle.velocity">
			<summary>The velocity of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.magnitude">
			<summary>Returns the length of this vector (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothStep(System.Single,System.Single,System.Single)">
			<summary>Interpolates between min and max with smoothing at the limits.</summary>
		</member>
		<member name="P:UnityEngine.Network.isServer">
			<summary>Returns true if your peer type is server.</summary>
		</member>
		<member name="P:UnityEngine.AreaEffector2D.forceTarget">
			<summary>The target for where the effector applies any force.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformVector(UnityEngine.Vector3)">
			<summary>Transforms vector from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformVector(System.Single,System.Single,System.Single)">
			<summary>Transforms vector from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.GetActivityIndicatorStyle()">
			<summary>Gets the current activity indicator style.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.Particle.size">
			<summary>The size of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.StartActivityIndicator()">
			<summary>Starts os activity indicator.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.sqrMagnitude">
			<summary>Returns the squared length of this vector (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Approximately(System.Single,System.Single)">
			<summary>Compares two floating point values if they are similar.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformVector(UnityEngine.Vector3)">
			<summary>Transforms a vector from world space to local space. The opposite of Transform.TransformVector.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformVector(System.Single,System.Single,System.Single)">
			<summary>Transforms a vector from world space to local space. The opposite of Transform.TransformVector.</summary>
		</member>
		<member name="P:UnityEngine.Network.peerType">
			<summary>The status of the peer type, i.e. if it is disconnected, connecting, server or client.</summary>
		</member>
		<member name="T:UnityEngine.PointEffector2D">
			<summary>Applies forces to attract/repulse against a point.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.Particle.rotation">
			<summary>The rotation of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.zero">
			<summary>Shorthand for writing Vector3(0, 0, 0).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.StopActivityIndicator()">
			<summary>Stops os activity indicator.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformPoint(UnityEngine.Vector3)">
			<summary>Transforms position from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformPoint(System.Single,System.Single,System.Single)">
			<summary>Transforms position from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="P:UnityEngine.PointEffector2D.forceMagnitude">
			<summary>The magnitude of the force to be applied.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.Particle.angularVelocity">
			<summary>The angular velocity of the particle.</summary>
		</member>
		<member name="T:UnityEngine.ResourceRequest">
			<summary>Asynchronous load request from the Resources bundle.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.one">
			<summary>Shorthand for writing Vector3(1, 1, 1).</summary>
		</member>
		<member name="P:UnityEngine.Network.sendRate">
			<summary>The default send rate of network updates for all Network Views.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformPoint(UnityEngine.Vector3)">
			<summary>Transforms position from world space to local space. The opposite of Transform.TransformPoint.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformPoint(System.Single,System.Single,System.Single)">
			<summary>Transforms position from world space to local space. The opposite of Transform.TransformPoint.</summary>
		</member>
		<member name="P:UnityEngine.ResourceRequest.asset">
			<summary>Asset object being loaded (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Repeat(System.Single,System.Single)">
			<summary>Loops the value t, so that it is never larger than length and never smaller than 0.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.forward">
			<summary>Shorthand for writing Vector3(0, 0, 1).</summary>
		</member>
		<member name="T:UnityEngine.Resources">
			<summary>The Resources class allows you to find and access Objects including assets.</summary>
		</member>
		<member name="P:UnityEngine.PointEffector2D.forceVariation">
			<summary>The variation of the magnitude of the force to be applied.</summary>
		</member>
		<member name="P:UnityEngine.Network.isMessageQueueRunning">
			<summary>Enable or disable the processing of network messages.</summary>
		</member>
		<member name="M:UnityEngine.Transform.DetachChildren()">
			<summary>Unparents all children.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.Particle.color">
			<summary>The color of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.PingPong(System.Single,System.Single)">
			<summary>PingPongs the value t, so that it is never larger than length and never smaller than 0.</summary>
		</member>
		<member name="P:UnityEngine.PointEffector2D.distanceScale">
			<summary>The scale applied to the calculated distance between source and target.</summary>
		</member>
		<member name="P:UnityEngine.Network.time">
			<summary>Get the current network time (seconds).</summary>
		</member>
		<member name="M:UnityEngine.Transform.SetAsFirstSibling()">
			<summary>Move the transform to the start of the local transfrom list.</summary>
		</member>
		<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll(System.Type)">
			<summary>Returns a list of all objects of Type type.</summary>
		</member>
		<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll()">
			<summary>Returns a list of all objects of Type type.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.back">
			<summary>Shorthand for writing Vector3(0, 0, -1).</summary>
		</member>
		<member name="M:UnityEngine.Mathf.InverseLerp(System.Single,System.Single,System.Single)">
			<summary>Calculates the Lerp parameter between of two values.</summary>
		</member>
		<member name="P:UnityEngine.PointEffector2D.drag">
			<summary>The linear drag to apply to rigid-bodies.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemRenderer">
			<summary>Renders particles on to the screen (Shuriken).</summary>
		</member>
		<member name="P:UnityEngine.Network.minimumAllocatableViewIDs">
			<summary>Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server.</summary>
		</member>
		<member name="M:UnityEngine.Transform.SetAsLastSibling()">
			<summary>Move the transform to the end of the local transfrom list.</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String,System.Type)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.up">
			<summary>Shorthand for writing Vector3(0, 1, 0).</summary>
		</member>
		<member name="M:UnityEngine.Mathf.ClosestPowerOfTwo(System.Int32)">
			<summary>Returns the closest power of two value.</summary>
		</member>
		<member name="P:UnityEngine.Network.natFacilitatorIP">
			<summary>The IP address of the NAT punchthrough facilitator.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.renderMode">
			<summary>How particles are drawn.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.GammaToLinearSpace(System.Single)">
			<summary>Converts the given value from gamma to linear color space.</summary>
		</member>
		<member name="P:UnityEngine.Network.natFacilitatorPort">
			<summary>The port of the NAT punchthrough facilitator.</summary>
		</member>
		<member name="M:UnityEngine.Transform.SetSiblingIndex(System.Int32)">
			<summary>Sets the sibling index.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAsync(System.String)">
			<summary>Asynchronously loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAsync(System.String)">
			<summary>Asynchronously loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAsync(System.String,System.Type)">
			<summary>Asynchronously loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.down">
			<summary>Shorthand for writing Vector3(0, -1, 0).</summary>
		</member>
		<member name="P:UnityEngine.PointEffector2D.angularDrag">
			<summary>The angular drag to apply to rigid-bodies.</summary>
		</member>
		<member name="P:UnityEngine.Network.connectionTesterIP">
			<summary>The IP address of the connection tester used in Network.TestConnection.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.LinearToGammaSpace(System.Single)">
			<summary>Converts the given value from linear to gamma color space.</summary>
		</member>
		<member name="P:UnityEngine.Network.connectionTesterPort">
			<summary>The port of the connection tester used in Network.TestConnection.</summary>
		</member>
		<member name="M:UnityEngine.Transform.GetSiblingIndex()">
			<summary>Gets the sibling index.</summary>
		</member>
		<member name="P:UnityEngine.PointEffector2D.forceSource">
			<summary>The source which is used to calculate the centroid point of the effector.  The distance from the target is defined from this point.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.left">
			<summary>Shorthand for writing Vector3(-1, 0, 0).</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.lengthScale">
			<summary>How much are the particles stretched in their direction of motion.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String,System.Type)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.IsPowerOfTwo(System.Int32)">
			<summary>Returns true if the value is power of two.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.Network.maxConnections">
			<summary>Set the maximum amount of connections/players allowed.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Find(System.String)">
			<summary>Finds a child by name and returns it.</summary>
		</member>
		<member name="P:UnityEngine.PointEffector2D.forceTarget">
			<summary>The target for where the effector applies any force.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.NextPowerOfTwo(System.Int32)">
			<summary>Returns the next power of two value.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.right">
			<summary>Shorthand for writing Vector3(1, 0, 0).</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String,System.Type)">
			<summary>Returns a resource at an asset path (Editor Only).</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String)">
			<summary>Returns a resource at an asset path (Editor Only).</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.velocityScale">
			<summary>How much are the particles strectched depending on "how fast they move".</summary>
		</member>
		<member name="P:UnityEngine.Network.proxyIP">
			<summary>The IP address of the proxy server.</summary>
		</member>
		<member name="M:UnityEngine.Transform.IsChildOf(UnityEngine.Transform)">
			<summary>Is this transform a child of /parent/?</summary>
		</member>
		<member name="P:UnityEngine.PointEffector2D.forceMode">
			<summary>The mode used to apply the effector force.</summary>
		</member>
		<member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,System.Single)">
			<summary>Rotates the transform about axis passing through point in world coordinates by angle degrees.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.DeltaAngle(System.Single,System.Single)">
			<summary>Calculates the shortest difference between two given angles.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Lerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Linearly interpolates between two vectors.</summary>
		</member>
		<member name="M:UnityEngine.Transform.GetChild(System.Int32)">
			<summary>Returns a transform child by index.</summary>
		</member>
		<member name="T:UnityEngine.PlatformEffector2D">
			<summary>Applies "platform" behaviour such as one-way collisions etc.</summary>
		</member>
		<member name="M:UnityEngine.Resources.UnloadAsset(UnityEngine.Object)">
			<summary>Unloads assetToUnload from memory.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.cameraVelocityScale">
			<summary>How much are the particles strected depending on the Camera's speed.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.PerlinNoise(System.Single,System.Single)">
			<summary>Generate 2D Perlin noise.</summary>
		</member>
		<member name="P:UnityEngine.Network.proxyPort">
			<summary>The port of the proxy server.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Slerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Spherically interpolates between two vectors.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.maxParticleSize">
			<summary>Clamp the maximum particle size.</summary>
		</member>
		<member name="P:UnityEngine.Network.useProxy">
			<summary>Indicate if proxy support is needed, in which case traffic is relayed through the proxy server.</summary>
		</member>
		<member name="P:UnityEngine.PlatformEffector2D.oneWay">
			<summary>Whether to use one-way collision behaviour or not.</summary>
		</member>
		<member name="M:UnityEngine.Resources.UnloadUnusedAssets()">
			<summary>Unloads assets that are not used.</summary>
		</member>
		<member name="T:UnityEngine.RPCMode">
			<summary>Option for who will receive an RPC, used by NetworkView.RPC.</summary>
		</member>
		<member name="T:UnityEngine.Time">
			<summary>The interface to get time information from Unity.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&,UnityEngine.Vector3&)">
			<summary>Makes vectors normalized and orthogonal to each other.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&,UnityEngine.Vector3&,UnityEngine.Vector3&)">
			<summary>Makes vectors normalized and orthogonal to each other.</summary>
		</member>
		<member name="P:UnityEngine.Network.proxyPassword">
			<summary>Set the proxy server password.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.mesh">
			<summary>Mesh used as particle instead of billboarded texture.</summary>
		</member>
		<member name="P:UnityEngine.PlatformEffector2D.sideFriction">
			<summary>Whether friction should be used on the platform sides or not.</summary>
		</member>
		<member name="T:UnityEngine.TextAsset">
			<summary>Text file assets.</summary>
		</member>
		<member name="T:UnityEngine.ConnectionTesterStatus">
			<summary>The various test results the connection tester may return with.</summary>
		</member>
		<member name="M:UnityEngine.Network.InitializeServer(System.Int32,System.Int32,System.Boolean)">
			<summary>Initialize the server.</summary>
		</member>
		<member name="M:UnityEngine.Network.InitializeServer(System.Int32,System.Int32)">
			<summary>Initialize the server.</summary>
		</member>
		<member name="T:UnityEngine.ParticleCollisionEvent">
			<summary>Information about a particle collision.</summary>
		</member>
		<member name="P:UnityEngine.Time.time">
			<summary>The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.MoveTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Moves a point current in a straight line towards a target point.</summary>
		</member>
		<member name="M:UnityEngine.Network.InitializeSecurity()">
			<summary>Initializes security layer.</summary>
		</member>
		<member name="T:UnityEngine.NetworkConnectionError">
			<summary>Possible status messages returned by Network.Connect and in OnFailedToConnect in case the error was not immediate.</summary>
		</member>
		<member name="P:UnityEngine.PlatformEffector2D.sideBounce">
			<summary>Whether bounce should be used on the platform sides or not.</summary>
		</member>
		<member name="P:UnityEngine.ParticleCollisionEvent.intersection">
			<summary>Intersection point of the collision in world coordinates.</summary>
		</member>
		<member name="P:UnityEngine.TextAsset.text">
			<summary>The text contents of the .txt file as a string. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Time.timeSinceLevelLoad">
			<summary>The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.RotateTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
			<summary>Rotates a vector current towards target.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String,System.Int32)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="T:UnityEngine.NetworkDisconnection">
			<summary>The reason a disconnect event occured, like in OnDisconnectedFromServer.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String,System.Int32,System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String[],System.Int32)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String[],System.Int32,System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String,System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(UnityEngine.HostData)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(UnityEngine.HostData,System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&,System.Single,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="P:UnityEngine.PlatformEffector2D.useOneWay">
			<summary>Should the one-way collision behaviour be used?</summary>
		</member>
		<member name="T:UnityEngine.MasterServerEvent">
			<summary>Describes status messages from the master server as returned in OnMasterServerEvent.</summary>
		</member>
		<member name="P:UnityEngine.ParticleCollisionEvent.normal">
			<summary>Geometry normal at the intersection point of the collision.</summary>
		</member>
		<member name="P:UnityEngine.TextAsset.bytes">
			<summary>The raw bytes of the text asset. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Time.deltaTime">
			<summary>The time in seconds it took to complete the last frame (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Set(System.Single,System.Single,System.Single)">
			<summary>Set x, y and z components of an existing Vector3.</summary>
		</member>
		<member name="M:UnityEngine.Network.Disconnect(System.Int32)">
			<summary>Close all open connections and shuts down the network interface.</summary>
		</member>
		<member name="M:UnityEngine.Network.Disconnect()">
			<summary>Close all open connections and shuts down the network interface.</summary>
		</member>
		<member name="P:UnityEngine.ParticleCollisionEvent.velocity">
			<summary>Incident velocity at the intersection point of the collision.</summary>
		</member>
		<member name="P:UnityEngine.PlatformEffector2D.useSideFriction">
			<summary>Should friction be used on the platform sides?</summary>
		</member>
		<member name="T:UnityEngine.NetworkStateSynchronization">
			<summary>Different types of synchronization for the NetworkView component.</summary>
		</member>
		<member name="T:UnityEngine.SerializeField">
			<summary>Force Unity to serialize a private field.</summary>
		</member>
		<member name="T:UnityEngine.NetworkPeerType">
			<summary>Describes the status of the network interface peer type as returned by Network.peerType.</summary>
		</member>
		<member name="M:UnityEngine.Network.CloseConnection(UnityEngine.NetworkPlayer,System.Boolean)">
			<summary>Close the connection to another system.</summary>
		</member>
		<member name="T:UnityEngine.ISerializationCallbackReceiver">
			<summary>Interface to receive callbacks upon serialization and deserialization.</summary>
		</member>
		<member name="P:UnityEngine.PlatformEffector2D.useSideBounce">
			<summary>Should bounce be used on the platform sides?</summary>
		</member>
		<member name="P:UnityEngine.Time.fixedTime">
			<summary>The time the latest FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.</summary>
		</member>
		<member name="P:UnityEngine.ParticleCollisionEvent.collider">
			<summary>The Collider for the GameObject struck by the particles.</summary>
		</member>
		<member name="M:UnityEngine.Network.AllocateViewID()">
			<summary>Query for the next available network view ID number and allocate it (reserve).</summary>
		</member>
		<member name="M:UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize()">
			<summary>Implement this method to receive a callback after unity serialized your object.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="T:UnityEngine.NetworkLogLevel">
			<summary>Describes different levels of log information the network layer supports.</summary>
		</member>
		<member name="P:UnityEngine.PlatformEffector2D.sideAngleVariance">
			<summary>The angle variance centered on the sides of the platform.  Zero angle only matches sides 90-degree to the platform "top".</summary>
		</member>
		<member name="P:UnityEngine.Time.unscaledTime">
			<summary>The timeScale-independant time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Cross(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Cross Product of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()">
			<summary>See ISerializationCallbackReceiver.OnBeforeSerialize for documentation on how to use this method.</summary>
		</member>
		<member name="M:UnityEngine.Network.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
			<summary>Network instantiate a prefab.</summary>
		</member>
		<member name="T:UnityEngine.NetworkPlayer">
			<summary>The NetworkPlayer is a data structure with which you can locate another player over the network.</summary>
		</member>
		<member name="T:UnityEngine.ParticlePhysicsExtensions">
			<summary>Method extension for Physics in Particle System.</summary>
		</member>
		<member name="T:UnityEngine.Security">
			<summary>Webplayer security related class.</summary>
		</member>
		<member name="P:UnityEngine.Time.unscaledDeltaTime">
			<summary>The timeScale-independent time in seconds it took to complete the last frame (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.SurfaceEffector2D">
			<summary>Applies tangent forces along the surfaces of colliders.</summary>
		</member>
		<member name="M:UnityEngine.Network.Destroy(UnityEngine.NetworkViewID)">
			<summary>Destroy the object associated with this view ID across the network.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Reflect(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Reflects a vector off the plane defined by a normal.</summary>
		</member>
		<member name="M:UnityEngine.Network.Destroy(UnityEngine.GameObject)">
			<summary>Destroy the object associated with this view ID across the network.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.ipAddress">
			<summary>The IP address of this player.</summary>
		</member>
		<member name="M:UnityEngine.ParticlePhysicsExtensions.GetSafeCollisionEventSize(UnityEngine.ParticleSystem)">
			<summary>Safe array size for use with ParticleSystem.GetCollisionEvents.</summary>
		</member>
		<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32)">
			<summary>Prefetch the webplayer socket security policy from a non-default port number.</summary>
		</member>
		<member name="P:UnityEngine.SurfaceEffector2D.speed">
			<summary>The speed to be maintained along the surface.</summary>
		</member>
		<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32,System.Int32)">
			<summary>Prefetch the webplayer socket security policy from a non-default port number.</summary>
		</member>
		<member name="P:UnityEngine.Time.fixedDeltaTime">
			<summary>The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Normalize(UnityEngine.Vector3)">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Normalize()">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="M:UnityEngine.ParticlePhysicsExtensions.GetCollisionEvents(UnityEngine.ParticleSystem,UnityEngine.GameObject,UnityEngine.ParticleCollisionEvent[])">
			<summary>Get the particle collision events for a GameObject. Returns the number of events written to the array.</summary>
		</member>
		<member name="M:UnityEngine.Network.DestroyPlayerObjects(UnityEngine.NetworkPlayer)">
			<summary>Destroy all the objects based on view IDs belonging to this player.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.port">
			<summary>The port of this player.</summary>
		</member>
		<member name="M:UnityEngine.Security.GetChainOfTrustValue(System.String)">
			<summary>Get secret from Chain of Trust system.</summary>
		</member>
		<member name="P:UnityEngine.SurfaceEffector2D.speedVariation">
			<summary>The speed variation (from zero to the variation) added to base speed to be applied.</summary>
		</member>
		<member name="P:UnityEngine.Time.maximumDeltaTime">
			<summary>The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate).</summary>
		</member>
		<member name="M:UnityEngine.Vector3.ToString()">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.ToString(System.String)">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkPlayer)">
			<summary>Remove all RPC functions which belong to this player ID.</summary>
		</member>
		<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkPlayer,System.Int32)">
			<summary>Remove all RPC functions which belong to this player ID.</summary>
		</member>
		<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkViewID)">
			<summary>Remove all RPC functions which belong to this player ID.</summary>
		</member>
		<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[],System.String)">
			<summary>Loads an assembly and checks that it is allowed to be used in the webplayer.Note: The single argument version of this API will always issue an error message.  An authorisation key is always needed.</summary>
		</member>
		<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[])">
			<summary>Loads an assembly and checks that it is allowed to be used in the webplayer.Note: The single argument version of this API will always issue an error message.  An authorisation key is always needed.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.guid">
			<summary>The GUID for this player, used when connecting with NAT punchthrough.</summary>
		</member>
		<member name="P:UnityEngine.Time.smoothDeltaTime">
			<summary>A smoothed out Time.deltaTime (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.SurfaceEffector2D.forceScale">
			<summary>The scale of the impulse force applied while attempting to reach the surface speed.</summary>
		</member>
		<member name="M:UnityEngine.Network.RemoveRPCsInGroup(System.Int32)">
			<summary>Remove all RPC functions which belong to given group number.</summary>
		</member>
		<member name="P:UnityEngine.Time.timeScale">
			<summary>The scale at which the time is passing. This can be used for slow motion effects.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.externalIP">
			<summary>Returns the external IP address of the network interface.</summary>
		</member>
		<member name="T:UnityEngine.Shader">
			<summary>Shader scripts used for all rendering.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Dot(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Dot Product of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.SurfaceEffector2D.useContactForce">
			<summary>Should the impulse force but applied to the contact point?</summary>
		</member>
		<member name="P:UnityEngine.Time.frameCount">
			<summary>The total number of frames that have passed (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Network.SetLevelPrefix(System.Int32)">
			<summary>Set the level prefix which will then be prefixed to all network ViewID numbers.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Project(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Projects a vector onto another vector.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.externalPort">
			<summary>Returns the external port of the network interface.</summary>
		</member>
		<member name="P:UnityEngine.Shader.isSupported">
			<summary>Can this shader run on the end-users graphics card? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.SurfaceEffector2D.useFriction">
			<summary>Should friction be used for any contact with the surface?</summary>
		</member>
		<member name="P:UnityEngine.Time.realtimeSinceStartup">
			<summary>The real time in seconds since the game started (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.SurfaceEffector2D.useBounce">
			<summary>Should bounce be used for any contact with the surface?</summary>
		</member>
		<member name="P:UnityEngine.Shader.maximumLOD">
			<summary>Shader LOD level for this shader.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.ProjectOnPlane(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Projects a vector onto a plane defined by a normal orthogonal to the plane.</summary>
		</member>
		<member name="M:UnityEngine.Network.GetLastPing(UnityEngine.NetworkPlayer)">
			<summary>The last ping time to the given player in milliseconds.</summary>
		</member>
		<member name="M:UnityEngine.NetworkPlayer.ToString()">
			<summary>Returns the index number for this network player.</summary>
		</member>
		<member name="P:UnityEngine.Time.captureFramerate">
			<summary>Slows game playback time to allow screenshots to be saved between frames.</summary>
		</member>
		<member name="T:UnityEngine.ObstacleAvoidanceType">
			<summary>Level of obstacle avoidance.</summary>
		</member>
		<member name="T:UnityEngine.Particle">
			<summary>(Legacy Particle system).</summary>
		</member>
		<member name="P:UnityEngine.Particle.position">
			<summary>The position of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Particle.velocity">
			<summary>The velocity of the particle.</summary>
		</member>
		<member name="T:UnityEngine.Random">
			<summary>Class for generating random data.</summary>
		</member>
		<member name="M:UnityEngine.Network.GetAveragePing(UnityEngine.NetworkPlayer)">
			<summary>The last average ping time to the given player in milliseconds.</summary>
		</member>
		<member name="P:UnityEngine.Shader.globalMaximumLOD">
			<summary>Shader LOD level for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Angle(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns the angle in degrees between from and to.</summary>
		</member>
		<member name="P:UnityEngine.Particle.energy">
			<summary>The energy of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Shader.renderQueue">
			<summary>Render queue of this shader. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.NavMeshAgent">
			<summary>Navigation mesh agent.</summary>
		</member>
		<member name="P:UnityEngine.Random.seed">
			<summary>Sets the seed for the random number generator.</summary>
		</member>
		<member name="M:UnityEngine.Network.SetReceivingEnabled(UnityEngine.NetworkPlayer,System.Int32,System.Boolean)">
			<summary>Enable or disables the reception of messages in a specific group number from a specific player.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Distance(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns the distance between a and b.</summary>
		</member>
		<member name="M:UnityEngine.Network.SetSendingEnabled(System.Int32,System.Boolean)">
			<summary>Enables or disables transmission of messages and RPC calls on a specific network group number.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.destination">
			<summary>Gets or attempts to set the destination of the agent in world-space units.</summary>
		</member>
		<member name="M:UnityEngine.Network.SetSendingEnabled(UnityEngine.NetworkPlayer,System.Int32,System.Boolean)">
			<summary>Enables or disables transmission of messages and RPC calls on a specific network group number.</summary>
		</member>
		<member name="P:UnityEngine.Particle.startEnergy">
			<summary>The starting energy of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Shader.Find(System.String)">
			<summary>Finds a shader with the given name.</summary>
		</member>
		<member name="P:UnityEngine.Particle.size">
			<summary>The size of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Particle.rotation">
			<summary>The rotation of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.ClampMagnitude(UnityEngine.Vector3,System.Single)">
			<summary>Returns a copy of vector with its magnitude clamped to maxLength.</summary>
		</member>
		<member name="P:UnityEngine.Particle.angularVelocity">
			<summary>The angular velocity of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Particle.color">
			<summary>The color of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Random.value">
			<summary>Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Network.TestConnection(System.Boolean)">
			<summary>Test this machines network connection.</summary>
		</member>
		<member name="M:UnityEngine.Network.TestConnection()">
			<summary>Test this machines network connection.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.stoppingDistance">
			<summary>Stop within this distance from the target position.</summary>
		</member>
		<member name="T:UnityEngine.ParticleEmitter">
			<summary>(Legacy Particles) Script interface for particle emitters.</summary>
		</member>
		<member name="P:UnityEngine.Random.insideUnitSphere">
			<summary>Returns a random point inside a sphere with radius 1 (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Shader.EnableKeyword(System.String)">
			<summary>Set a global shader keyword.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Min(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns a vector that is made from the smallest components of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.velocity">
			<summary>The current velocity of the NavMeshAgent component.</summary>
		</member>
		<member name="M:UnityEngine.Shader.DisableKeyword(System.String)">
			<summary>Unset a global shader keyword.</summary>
		</member>
		<member name="P:UnityEngine.Random.insideUnitCircle">
			<summary>Returns a random point inside a circle with radius 1 (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Max(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns a vector that is made from the largest components of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.nextPosition">
			<summary>Gets or sets the simulation position of the navmesh agent.</summary>
		</member>
		<member name="M:UnityEngine.Network.TestConnectionNAT(System.Boolean)">
			<summary>Test the connection specifically for NAT punch-through connectivity.</summary>
		</member>
		<member name="M:UnityEngine.Network.TestConnectionNAT()">
			<summary>Test the connection specifically for NAT punch-through connectivity.</summary>
		</member>
		<member name="P:UnityEngine.Random.onUnitSphere">
			<summary>Returns a random point on the surface of a sphere with radius 1 (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.emit">
			<summary>Should particles be automatically emitted each frame?</summary>
		</member>
		<member name="M:UnityEngine.Shader.IsKeywordEnabled(System.String)">
			<summary>Is global shader keyword enabled?</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalColor(System.String,UnityEngine.Color)">
			<summary>Sets a global color property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalColor(System.Int32,UnityEngine.Color)">
			<summary>Sets a global color property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.minSize">
			<summary>The minimum size each particle can be at the time when it is spawned.</summary>
		</member>
		<member name="T:UnityEngine.Color">
			<summary>Representation of RGBA colors.</summary>
		</member>
		<member name="M:UnityEngine.Network.HavePublicAddress()">
			<summary>Check if this machine has a public IP address.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.steeringTarget">
			<summary>Get the current steering target along the path. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Random.rotation">
			<summary>Returns a random rotation (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.Color.r">
			<summary>Red component of the color.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalVector(System.String,UnityEngine.Vector4)">
			<summary>Sets a global vector property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.Random.rotationUniform">
			<summary>Returns a random rotation with uniform distribution (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalVector(System.Int32,UnityEngine.Vector4)">
			<summary>Sets a global vector property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.maxSize">
			<summary>The maximum size each particle can be at the time when it is spawned.</summary>
		</member>
		<member name="T:UnityEngine.BitStream">
			<summary>The BitStream class represents seralized variables, packed into a stream.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.desiredVelocity">
			<summary>The desired velocity of the agent including any potential contribution from avoidance. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.BitStream.isReading">
			<summary>Is the BitStream currently being read? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.minEnergy">
			<summary>The minimum lifetime of each particle, measured in seconds.</summary>
		</member>
		<member name="M:UnityEngine.Random.Range(System.Single,System.Single)">
			<summary>Returns a random float number between and min [inclusive] and max [exclusive] (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Random.Range(System.Int32,System.Int32)">
			<summary>Returns a random float number between and min [inclusive] and max [exclusive] (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalFloat(System.String,System.Single)">
			<summary>Sets a global float property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalFloat(System.Int32,System.Single)">
			<summary>Sets a global float property for all shaders.</summary>
		</member>
		<member name="F:UnityEngine.Color.g">
			<summary>Green component of the color.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.remainingDistance">
			<summary>The distance between the agent's position and the destination on the current path. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.maxEnergy">
			<summary>The maximum lifetime of each particle, measured in seconds.</summary>
		</member>
		<member name="P:UnityEngine.BitStream.isWriting">
			<summary>Is the BitStream currently being written? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalInt(System.String,System.Int32)">
			<summary>Sets a global int property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalInt(System.Int32,System.Int32)">
			<summary>Sets a global int property for all shaders.</summary>
		</member>
		<member name="T:UnityEngine.YieldInstruction">
			<summary>Base class for all yield instructions.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.minEmission">
			<summary>The minimum number of particles that will be spawned every second.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.baseOffset">
			<summary>The relative vertical displacement of the owning GameObject.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Boolean&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Char&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Int16&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalTexture(System.String,UnityEngine.Texture)">
			<summary>Sets a global texture property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Int32&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalTexture(System.Int32,UnityEngine.Texture)">
			<summary>Sets a global texture property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Single&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Single&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkPlayer&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkViewID&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="F:UnityEngine.Color.b">
			<summary>Blue component of the color.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.isOnOffMeshLink">
			<summary>Is the agent currently positioned on an OffMeshLink? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.maxEmission">
			<summary>The maximum number of particles that will be spawned every second.</summary>
		</member>
		<member name="T:UnityEngine.PlayerPrefsException">
			<summary>An exception thrown by the PlayerPrefs class in a  web player build.</summary>
		</member>
		<member name="T:UnityEngine.RPC">
			<summary>Attribute for setting up RPC functions.</summary>
		</member>
		<member name="F:UnityEngine.Color.a">
			<summary>Alpha component of the color.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Sets a global matrix property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Sets a global matrix property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.currentOffMeshLinkData">
			<summary>The current OffMeshLinkData.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.emitterVelocityScale">
			<summary>The amount of the emitter's speed that the particles inherit.</summary>
		</member>
		<member name="T:UnityEngine.PlayerPrefs">
			<summary>Stores and accesses player preferences between game sessions.</summary>
		</member>
		<member name="P:UnityEngine.Color.red">
			<summary>Solid red. RGBA is (1, 0, 0, 1).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.nextOffMeshLinkData">
			<summary>The next OffMeshLinkData on the current path.</summary>
		</member>
		<member name="T:UnityEngine.HostData">
			<summary>This is the data structure for holding individual host information.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.worldVelocity">
			<summary>The starting speed of particles in world space, along X, Y, and Z.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalBuffer(System.String,UnityEngine.ComputeBuffer)">
			<summary>Sets a global compute buffer property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetInt(System.String,System.Int32)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.localVelocity">
			<summary>The starting speed of particles along X, Y, and Z, measured in the object's orientation.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoTraverseOffMeshLink">
			<summary>Should the agent move via OffMeshLinks automatically?</summary>
		</member>
		<member name="P:UnityEngine.Color.green">
			<summary>Solid green. RGBA is (0, 1, 0, 1).</summary>
		</member>
		<member name="M:UnityEngine.Shader.PropertyToID(System.String)">
			<summary>Gets unique identifier for a shader property name.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.rndVelocity">
			<summary>A random speed along X, Y, and Z that is added to the velocity.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoBraking">
			<summary>Should the agent brake automatically to avoid overshooting the destination point?</summary>
		</member>
		<member name="P:UnityEngine.HostData.useNat">
			<summary>Does this server require NAT punchthrough?</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String,System.Int32)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="P:UnityEngine.Color.blue">
			<summary>Solid blue. RGBA is (0, 0, 1, 1).</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.useWorldSpace">
			<summary>If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.</summary>
		</member>
		<member name="M:UnityEngine.Shader.WarmupAllShaders()">
			<summary>Fully load all shaders to prevent future performance hiccups.</summary>
		</member>
		<member name="P:UnityEngine.HostData.gameType">
			<summary>The type of the game (like "MyUniqueGameType").</summary>
		</member>
		<member name="P:UnityEngine.Color.white">
			<summary>Solid white. RGBA is (1, 1, 1, 1).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoRepath">
			<summary>Should the agent attempt to acquire a new path if the existing path becomes invalid?</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.rndRotation">
			<summary>If enabled, the particles will be spawned with random rotations.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetFloat(System.String,System.Single)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="T:UnityEngine.Material">
			<summary>The material class.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.hasPath">
			<summary>Does the agent currently have a path? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.HostData.gameName">
			<summary>The name of the game (like John Doe's Game).</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String,System.Single)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="P:UnityEngine.Color.black">
			<summary>Solid black. RGBA is (0, 0, 0, 1).</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.angularVelocity">
			<summary>The angular velocity of new particles in degrees per second.</summary>
		</member>
		<member name="P:UnityEngine.HostData.connectedPlayers">
			<summary>Currently connected players.</summary>
		</member>
		<member name="P:UnityEngine.Material.shader">
			<summary>The shader used by the material.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.rndAngularVelocity">
			<summary>A random angular velocity modifier for new particles.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetString(System.String,System.String)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="P:UnityEngine.Color.yellow">
			<summary>Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.pathPending">
			<summary>Is a path in the process of being computed but not yet ready? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.HostData.playerLimit">
			<summary>Maximum players limit.</summary>
		</member>
		<member name="P:UnityEngine.Material.color">
			<summary>The main material's color.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.particles">
			<summary>Returns a copy of all particles and assigns an array of all particles to be the current particles.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetString(System.String,System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.isPathStale">
			<summary>Is the current path stale. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.HostData.ip">
			<summary>Server IP address.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetString(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.particleCount">
			<summary>The current number of particles (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTexture">
			<summary>The material's texture.</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTextureOffset">
			<summary>The texture offset of the main texture.</summary>
		</member>
		<member name="P:UnityEngine.Color.cyan">
			<summary>Cyan. RGBA is (0, 1, 1, 1).</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.enabled">
			<summary>Turns the ParticleEmitter on or off.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.HasKey(System.String)">
			<summary>Returns true if key exists in the preferences.</summary>
		</member>
		<member name="P:UnityEngine.Color.magenta">
			<summary>Magenta. RGBA is (1, 0, 1, 1).</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.ClearParticles()">
			<summary>Removes all particles from the particle emitter.</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTextureScale">
			<summary>The texture scale of the main texture.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.DeleteKey(System.String)">
			<summary>Removes key and its corresponding value from the preferences.</summary>
		</member>
		<member name="P:UnityEngine.Color.gray">
			<summary>Gray. RGBA is (0.5, 0.5, 0.5, 1).</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Emit()">
			<summary>Emit a number of particles.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Emit(System.Int32)">
			<summary>Emit a number of particles.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color)">
			<summary>Emit a number of particles.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color,System.Single,System.Single)">
			<summary>Emit a number of particles.</summary>
		</member>
		<member name="P:UnityEngine.Material.passCount">
			<summary>How many passes are in this material (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.pathStatus">
			<summary>The status of the current path (complete, partial or invalid).</summary>
		</member>
		<member name="P:UnityEngine.Color.grey">
			<summary>English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).</summary>
		</member>
		<member name="P:UnityEngine.HostData.port">
			<summary>Server port.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.DeleteAll()">
			<summary>Removes all keys and values from the preferences. Use with caution.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Simulate(System.Single)">
			<summary>Advance particle simulation by given time.</summary>
		</member>
		<member name="P:UnityEngine.Color.clear">
			<summary>Completely transparent. RGBA is (0, 0, 0, 0).</summary>
		</member>
		<member name="P:UnityEngine.Material.renderQueue">
			<summary>Render queue of this material.</summary>
		</member>
		<member name="P:UnityEngine.HostData.passwordProtected">
			<summary>Does the server require a password?</summary>
		</member>
		<member name="P:UnityEngine.Color.grayscale">
			<summary>The grayscale value of the color. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.EllipsoidParticleEmitter">
			<summary>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</summary>
		</member>
		<member name="P:UnityEngine.HostData.comment">
			<summary>A miscellaneous comment (can hold data).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.path">
			<summary>Property to get and set the current path.</summary>
		</member>
		<member name="P:UnityEngine.Material.shaderKeywords">
			<summary>Additional shader keywords set by this material.</summary>
		</member>
		<member name="P:UnityEngine.Color.linear">
			<summary>A version of the color that has had the inverse gamma curve applied.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.Save()">
			<summary>Writes all modified preferences to disk.</summary>
		</member>
		<member name="P:UnityEngine.HostData.guid">
			<summary>The GUID of the host, needed when connecting with NAT punchthrough.</summary>
		</member>
		<member name="T:UnityEngine.MeshParticleEmitter">
			<summary>Class used to allow GameObject.AddComponent / GameObject.GetComponent to be used.</summary>
		</member>
		<member name="P:UnityEngine.Material.globalIlluminationFlags">
			<summary>Defines how the material should interact with lightmaps and lightprobes.</summary>
		</member>
		<member name="P:UnityEngine.Color.gamma">
			<summary>A version of the color that has had the gamma curve applied.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaObject">
			<summary>AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object.</summary>
		</member>
		<member name="T:UnityEngine.MasterServer">
			<summary>The Master Server is used to make matchmaking between servers and clients easy.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetColor(System.String,UnityEngine.Color)">
			<summary>Set a named color value.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetColor(System.Int32,UnityEngine.Color)">
			<summary>Set a named color value.</summary>
		</member>
		<member name="T:UnityEngine.ParticleAnimator">
			<summary>(Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag &amp; color cycling to your particle emitters.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.walkableMask">
			<summary>Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale).</summary>
		</member>
		<member name="M:UnityEngine.Color.ToString()">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="M:UnityEngine.Color.ToString(System.String)">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetColor(System.String)">
			<summary>Get a named color value.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.ipAddress">
			<summary>The IP address of the master server.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetColor(System.Int32)">
			<summary>Get a named color value.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.doesAnimateColor">
			<summary>Do particles cycle their color over their lifetime?</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Dispose()">
			<summary>IDisposable callback.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetVector(System.String,UnityEngine.Vector4)">
			<summary>Set a named vector value.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.port">
			<summary>The connection port of the master server.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetVector(System.Int32,UnityEngine.Vector4)">
			<summary>Set a named vector value.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.updateRate">
			<summary>Set the minimum update rate for master server host information update.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.areaMask">
			<summary>Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale).</summary>
		</member>
		<member name="M:UnityEngine.Material.GetVector(System.String)">
			<summary>Get a named vector value.</summary>
		</member>
		<member name="M:UnityEngine.Color.Lerp(UnityEngine.Color,UnityEngine.Color,System.Single)">
			<summary>Interpolates between colors a and b by t.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetVector(System.Int32)">
			<summary>Get a named vector value.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.worldRotationAxis">
			<summary>World space axis the particles rotate around.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.dedicatedServer">
			<summary>Report this machine as a dedicated server.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.localRotationAxis">
			<summary>Local space axis the particles rotate around.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.speed">
			<summary>Maximum movement speed when following a path.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTexture(System.String,UnityEngine.Texture)">
			<summary>Set a named texture.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTexture(System.Int32,UnityEngine.Texture)">
			<summary>Set a named texture.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.sizeGrow">
			<summary>How the particle sizes grow over their lifetime.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Call(System.String,System.Object[])">
			<summary>Calls a Java method on an object (non-static).</summary>
		</member>
		<member name="T:UnityEngine.Color32">
			<summary>Representation of RGBA colors in 32 bit format.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RequestHostList(System.String)">
			<summary>Request a host list from the master server.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.angularSpeed">
			<summary>Maximum turning speed in (deg/s) while following a path.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.rndForce">
			<summary>A random force added to particles every frame.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.CallStatic(System.String,System.Object[])">
			<summary>Call a static Java method on a class.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTexture(System.String)">
			<summary>Get a named texture.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTexture(System.Int32)">
			<summary>Get a named texture.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.PollHostList()">
			<summary>Check for the latest host list received by using MasterServer.RequestHostList.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.acceleration">
			<summary>The maximum acceleration of an agent as it follows a path, given in units / sec^2.</summary>
		</member>
		<member name="F:UnityEngine.Color32.r">
			<summary>Red component of the color.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.force">
			<summary>The force being applied to particles every frame.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String,System.String)">
			<summary>Register this server on the master server.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String)">
			<summary>Register this server on the master server.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTextureOffset(System.String,UnityEngine.Vector2)">
			<summary>Sets the placement offset of texture propertyName.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Get(System.String)">
			<summary>Get the value of a field in an object (non-static).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.updatePosition">
			<summary>Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true.</summary>
		</member>
		<member name="F:UnityEngine.Color32.g">
			<summary>Green component of the color.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.UnregisterHost()">
			<summary>Unregister this server from the master server.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTextureOffset(System.String)">
			<summary>Gets the placement offset of texture propertyName.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.damping">
			<summary>How much particles are slowed down every frame.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.ClearHostList()">
			<summary>Clear the host list which was received by MasterServer.PollHostList.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Set(System.String,FieldType)">
			<summary>Set the value of a field in an object (non-static).</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTextureScale(System.String,UnityEngine.Vector2)">
			<summary>Sets the placement scale of texture propertyName.</summary>
		</member>
		<member name="F:UnityEngine.Color32.b">
			<summary>Blue component of the color.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.updateRotation">
			<summary>Should the agent update the transform orientation?</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.GetStatic(System.String)">
			<summary>Get the value of a static field in an object type.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.autodestruct">
			<summary>Does the GameObject of this particle animator auto destructs?</summary>
		</member>
		<member name="T:UnityEngine.NetworkMessageInfo">
			<summary>This data structure contains information on a message just received from the network.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.colorAnimation">
			<summary>Colors the particles will cycle through over their lifetime.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.SetStatic(System.String,FieldType)">
			<summary>Set the value of a static field in an object type.</summary>
		</member>
		<member name="F:UnityEngine.Color32.a">
			<summary>Alpha component of the color.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTextureScale(System.String)">
			<summary>Gets the placement scale of texture propertyName.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.radius">
			<summary>The avoidance radius for the agent.</summary>
		</member>
		<member name="T:UnityEngine.ParticleRenderMode">
			<summary>The rendering mode for legacy particles.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.GetRawObject()">
			<summary>Retrieve the raw jobject pointer to the Java object.</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.timestamp">
			<summary>The time stamp when the Message was sent in seconds.</summary>
		</member>
		<member name="M:UnityEngine.Color32.ToString()">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="M:UnityEngine.Color32.ToString(System.String)">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Set a named matrix for the shader.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Set a named matrix for the shader.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.height">
			<summary>The height of the agent for purposes of passing under obstacles, etc.</summary>
		</member>
		<member name="T:UnityEngine.ParticleRenderer">
			<summary>(Legacy Particles) Renders particles on to the screen.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.GetRawClass()">
			<summary>Retrieve the raw jclass pointer to the Java class.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Call(System.String,System.Object[])">
			<summary>Calls a Java method on an object (non-static).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.CallStatic(System.String,System.Object[])">
			<summary>Call a static Java method on a class.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Dispose(System.Boolean)">
			<summary>IDisposable callback.</summary>
		</member>
		<member name="M:UnityEngine.Color32.Lerp(UnityEngine.Color32,UnityEngine.Color32,System.Single)">
			<summary>Interpolates between colors a and b by t.</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.sender">
			<summary>The player who sent this network message (owner).</summary>
		</member>
		<member name="M:UnityEngine.Material.GetMatrix(System.String)">
			<summary>Get a named matrix value from the shader.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetMatrix(System.Int32)">
			<summary>Get a named matrix value from the shader.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.particleRenderMode">
			<summary>How particles are drawn.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetFloat(System.String,System.Single)">
			<summary>Set a named float value.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetFloat(System.Int32,System.Single)">
			<summary>Set a named float value.</summary>
		</member>
		<member name="T:UnityEngine.Quaternion">
			<summary>Quaternions are used to represent rotations.</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.networkView">
			<summary>The NetworkView who sent this message.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.lengthScale">
			<summary>How much are the particles stretched in their direction of motion.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaClass">
			<summary>AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.obstacleAvoidanceType">
			<summary>The level of quality of avoidance.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetFloat(System.String)">
			<summary>Get a named float value.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetFloat(System.Int32)">
			<summary>Get a named float value.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.x">
			<summary>X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.velocityScale">
			<summary>How much are the particles strectched depending on "how fast they move".</summary>
		</member>
		<member name="T:UnityEngine.AndroidJNIHelper">
			<summary>Helper interface for JNI interaction; signature creation and method lookups.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.avoidancePriority">
			<summary>The avoidance priority level.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetInt(System.String,System.Int32)">
			<summary>Set a named integer value.</summary>
		</member>
		<member name="T:UnityEngine.DrivenTransformProperties">
			<summary>An enumeration of transform properties that can be driven on a RectTransform by an object.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetInt(System.Int32,System.Int32)">
			<summary>Set a named integer value.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.y">
			<summary>Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.cameraVelocityScale">
			<summary>How much are the particles strected depending on the Camera's speed.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetInt(System.String)">
			<summary>Get a named integer value.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetInt(System.Int32)">
			<summary>Get a named integer value.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.isOnNavMesh">
			<summary>Is the agent currently bound to the navmesh? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.DrivenRectTransformTracker">
			<summary>A component can be designed drive a RectTransform. The DrivenRectTransformTracker struct is used to specify which RectTransforms it is driving.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.maxParticleSize">
			<summary>Clamp the maximum particle size.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.z">
			<summary>Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="P:UnityEngine.AndroidJNIHelper.debug">
			<summary>Set debug to true to log calls through the AndroidJNIHelper.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetBuffer(System.String,UnityEngine.ComputeBuffer)">
			<summary>Set a ComputeBuffer value.</summary>
		</member>
		<member name="M:UnityEngine.DrivenRectTransformTracker.Add(UnityEngine.Object,UnityEngine.RectTransform,UnityEngine.DrivenTransformProperties)">
			<summary>Add a RectTransform to be driven.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetDestination(UnityEngine.Vector3)">
			<summary>Sets or updates the destination thus triggering the calculation for a new path.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.uvAnimationXTile">
			<summary>Set horizontal tiling count.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.w">
			<summary>W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr)">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="M:UnityEngine.DrivenRectTransformTracker.Clear()">
			<summary>Clear the list of RectTransforms being driven.</summary>
		</member>
		<member name="P:UnityEngine.Quaternion.identity">
			<summary>The identity rotation (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Material.HasProperty(System.String)">
			<summary>Checks if material's shader has a property of a given name.</summary>
		</member>
		<member name="M:UnityEngine.Material.HasProperty(System.Int32)">
			<summary>Checks if material's shader has a property of a given name.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.uvAnimationYTile">
			<summary>Set vertical tiling count.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.ActivateCurrentOffMeshLink(System.Boolean)">
			<summary>Enables or disables the current off-mesh link.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.uvAnimationCycles">
			<summary>Set uv animation cycles.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean,System.String)">
			<summary>Get the value of material's shader tag.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean)">
			<summary>Get the value of material's shader tag.</summary>
		</member>
		<member name="T:UnityEngine.RectTransform">
			<summary>Position, size, anchor and pivot information for a rectangle.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="T:UnityEngine.ForceMode">
			<summary>Option for how to apply a force using Rigidbody.AddForce.</summary>
		</member>
		<member name="M:UnityEngine.Material.Lerp(UnityEngine.Material,UnityEngine.Material,System.Single)">
			<summary>Interpolate properties between two materials.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.CompleteOffMeshLink()">
			<summary>Follow the current OffMeshLink.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.rect">
			<summary>The calculated rectangle in the local space of the Transform.</summary>
		</member>
		<member name="P:UnityEngine.Quaternion.eulerAngles">
			<summary>Returns the euler angle representation of the rotation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJavaRunnable(UnityEngine.AndroidJavaRunnable)">
			<summary>Creates a UnityJavaRunnable object (implements java.lang.Runnable).</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Warp(UnityEngine.Vector3)">
			<summary>Warps agent to the provided position.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetPass(System.Int32)">
			<summary>Activate the given pass for rendering.</summary>
		</member>
		<member name="T:UnityEngine.Physics">
			<summary>Global physics properties and helper methods.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.anchorMin">
			<summary>The normalized position in the parent RectTransform that the lower left corner is anchored to.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set x, y, z and w components of an existing Quaternion.</summary>
		</member>
		<member name="M:UnityEngine.Material.CopyPropertiesFromMaterial(UnityEngine.Material)">
			<summary>Copy properties from other material into this material.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJavaProxy(UnityEngine.AndroidJavaProxy)">
			<summary>Creates a java proxy object which connects to the supplied proxy implementation.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Move(UnityEngine.Vector3)">
			<summary>Apply relative movement to current position.</summary>
		</member>
		<member name="P:UnityEngine.Physics.gravity">
			<summary>The gravity applied to all rigid bodies in the scene.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.anchorMax">
			<summary>The normalized position in the parent RectTransform that the upper right corner is anchored to.</summary>
		</member>
		<member name="M:UnityEngine.Material.EnableKeyword(System.String)">
			<summary>Set a shader keyword that is enabled by this material.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.ConvertToJNIArray(System.Array)">
			<summary>Creates a Java array from a managed array.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Dot(UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary>The dot product between two rotations.</summary>
		</member>
		<member name="P:UnityEngine.Physics.minPenetrationForPenalty">
			<summary>The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Stop()">
			<summary>Stop movement of this agent along its current path.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Stop(System.Boolean)">
			<summary>Stop movement of this agent along its current path.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.anchoredPosition3D">
			<summary>The 3D position of the pivot of this RectTransform relative to the anchor reference point.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJNIArgArray(System.Object[])">
			<summary>Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI.</summary>
		</member>
		<member name="M:UnityEngine.Material.DisableKeyword(System.String)">
			<summary>Unset a shader keyword.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Resume()">
			<summary>Resumes the movement along the current path after a pause.</summary>
		</member>
		<member name="P:UnityEngine.Physics.defaultContactOffset">
			<summary>The default contact offset of the newly created colliders.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.AngleAxis(System.Single,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates angle degrees around axis.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.anchoredPosition">
			<summary>The position of the pivot of this RectTransform relative to the anchor reference point.</summary>
		</member>
		<member name="M:UnityEngine.Material.IsKeywordEnabled(System.String)">
			<summary>Is the shader keyword enabled on this material?</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.DeleteJNIArgArray(System.Object[],UnityEngine.jvalue[])">
			<summary>Deletes any local jni references previously allocated by CreateJNIArgArray().</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.Object[])">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.ResetPath()">
			<summary>Clears the current path.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="P:UnityEngine.Physics.bounceThreshold">
			<summary>Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToAngleAxis(System.Single&,UnityEngine.Vector3&)">
			<summary>Converts a rotation to angle-axis representation.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.sizeDelta">
			<summary>The size of this RectTransform relative to the distances between the anchors.</summary>
		</member>
		<member name="T:UnityEngine.ShaderVariantCollection">
			<summary>ShaderVariantCollection records which shader variants are actually used in each shader.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object)">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="P:UnityEngine.Physics.sleepVelocity">
			<summary>The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetPath(UnityEngine.NavMeshPath)">
			<summary>Assign a new path to this agent.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.FromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates from fromDirection to toDirection.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.pivot">
			<summary>The normalized position in this RectTransform that it rotates around.</summary>
		</member>
		<member name="P:UnityEngine.Physics.sleepAngularVelocity">
			<summary>The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetFromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates from fromDirection to toDirection.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.ConvertFromJNIArray(System.IntPtr)">
			<summary>Creates a managed array from a Java array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.FindClosestEdge(UnityEngine.NavMeshHit&)">
			<summary>Locate the closest NavMesh edge.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="P:UnityEngine.Physics.maxAngularVelocity">
			<summary>The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.ShaderVariantCollection.shaderCount">
			<summary>Number of shaders in this collection (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Physics.solverIterationCount">
			<summary>The default solver iteration count permitted for any rigid bodies (default 7). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.offsetMin">
			<summary>The offset of the lower left corner of the rectangle relative to the lower left anchor.</summary>
		</member>
		<member name="P:UnityEngine.ShaderVariantCollection.variantCount">
			<summary>Number of total varians in this collection (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Raycast(UnityEngine.Vector3,UnityEngine.NavMeshHit&)">
			<summary>Trace a straight path towards a target postion in the NavMesh without moving the agent.</summary>
		</member>
		<member name="P:UnityEngine.Physics.sleepThreshold">
			<summary>The mass-normalized energy threshold, below which objects start going to sleep.</summary>
		</member>
		<member name="P:UnityEngine.ShaderVariantCollection.isWarmedUp">
			<summary>Is this ShaderVariantCollection already warmed up? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.CalculatePath(UnityEngine.Vector3,UnityEngine.NavMeshPath)">
			<summary>Calculate a path to a specified point and store the resulting path.</summary>
		</member>
		<member name="P:UnityEngine.RectTransform.offsetMax">
			<summary>The offset of the upper right corner of the rectangle relative to the upper right anchor.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJNI">
			<summary>'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS).</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.ShaderVariantCollection.Add(UnityEngine.ShaderVariantCollection.ShaderVariant)">
			<summary>Adds a new shader variant to the collection.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SamplePathPosition(System.Int32,System.Single,UnityEngine.NavMeshHit&)">
			<summary>Sample a position along the current path.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.ShaderVariantCollection.Remove(UnityEngine.ShaderVariantCollection.ShaderVariant)">
			<summary>Adds shader variant from the collection.</summary>
		</member>
		<member name="M:UnityEngine.RectTransform.GetLocalCorners(UnityEngine.Vector3[])">
			<summary>Get the corners of the calculated rectangle in the local space of its Transform.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetLayerCost(System.Int32,System.Single)">
			<summary>Sets the cost for traversing over geometry of the layer type.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Spherically interpolates between from and to by t.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.AttachCurrentThread()">
			<summary>Attaches the current thread to a Java (Dalvik) VM.</summary>
		</member>
		<member name="M:UnityEngine.RectTransform.GetWorldCorners(UnityEngine.Vector3[])">
			<summary>Get the corners of the calculated rectangle in world space.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.ShaderVariantCollection.Contains(UnityEngine.ShaderVariantCollection.ShaderVariant)">
			<summary>Checks if a shader variant is in the collection.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Lerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Interpolates between from and to by t and normalizes the result afterwards.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.GetLayerCost(System.Int32)">
			<summary>Gets the cost for crossing ground of a particular type.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.DetachCurrentThread()">
			<summary>Detaches the current thread from a Java (Dalvik) VM.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.RotateTowards(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Rotates a rotation from towards to.</summary>
		</member>
		<member name="M:UnityEngine.RectTransform.SetInsetAndSizeFromParentEdge(UnityEngine.RectTransform.Edge,System.Single,System.Single)">
			<summary>Set the distance of this rectangle relative to a specified edge of the parent rectangle, while also setting its size.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetAreaCost(System.Int32,System.Single)">
			<summary>Sets the cost for traversing over areas of the area type.</summary>
		</member>
		<member name="M:UnityEngine.ShaderVariantCollection.Clear()">
			<summary>Remove all shader variants from the collection.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="M:UnityEngine.RectTransform.SetSizeWithCurrentAnchors(UnityEngine.RectTransform.Axis,System.Single)">
			<summary>Makes the RectTransform calculated rect be a given size on the specified axis.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Int32)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetVersion()">
			<summary>Returns the version of the native method interface.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.GetAreaCost(System.Int32)">
			<summary>Gets the cost for path calculation when crossing area of a particular type.</summary>
		</member>
		<member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Returns an array with all colliders touching or inside the sphere.</summary>
		</member>
		<member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single)">
			<summary>Returns an array with all colliders touching or inside the sphere.</summary>
		</member>
		<member name="T:UnityEngine.RectTransform.Edge">
			<summary>Enum used to specify one edge of a rectangle.</summary>
		</member>
		<member name="M:UnityEngine.ShaderVariantCollection.WarmUp()">
			<summary>Fully load shaders in ShaderVariantCollection.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Inverse(UnityEngine.Quaternion)">
			<summary>Returns the Inverse of rotation.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshHit">
			<summary>Result information for NavMesh queries.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FindClass(System.String)">
			<summary>This function loads a locally-defined class.</summary>
		</member>
		<member name="T:UnityEngine.RectTransform.Axis">
			<summary>An axis that can be horizontal or vertical.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToString()">
			<summary>Returns a nicely formatted string of the Quaternion.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToString(System.String)">
			<summary>Returns a nicely formatted string of the Quaternion.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromReflectedMethod(System.IntPtr)">
			<summary>Converts a java.lang.reflect.Method or java.lang.reflect.Constructor object to a method ID.</summary>
		</member>
		<member name="T:UnityEngine.Joint">
			<summary>Joint is the base class for all joints.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.position">
			<summary>Position of hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single,System.Int32)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="T:UnityEngine.RectTransform.ReapplyDrivenProperties">
			<summary>Delegate used for the reapplyDrivenProperties event.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a sphere along a ray and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Angle(UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary>Returns the angle in degrees between two rotations a and b.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.normal">
			<summary>Normal at the point of hit.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromReflectedField(System.IntPtr)">
			<summary>Converts a java.lang.reflect.Field to a field ID.</summary>
		</member>
		<member name="P:UnityEngine.Joint.connectedBody">
			<summary>A reference to another rigidbody this joint connects to.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Euler(System.Single,System.Single,System.Single)">
			<summary>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Euler(UnityEngine.Vector3)">
			<summary>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="T:UnityEngine.BoxCollider">
			<summary>A box-shaped primitive collider.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.distance">
			<summary>Distance to the point of hit.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToReflectedMethod(System.IntPtr,System.IntPtr,System.Boolean)">
			<summary>Converts a method ID derived from clazz to a java.lang.reflect.Method or java.lang.reflect.Constructor object.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider.center">
			<summary>The center of the box, measured in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single,System.Int32)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="T:UnityEngine.Rect">
			<summary>A 2D Rectangle defined by x, y position and width, height.</summary>
		</member>
		<member name="P:UnityEngine.Joint.axis">
			<summary>The Direction of the axis around which the body is constrained.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.mask">
			<summary>Mask specifying NavMesh area at point of hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single)">
			<summary>Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Joint.anchor">
			<summary>The Position of the anchor around which the joints motion is constrained.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Checks if any colliders overlap a capsule-shaped volume in world space.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Checks if any colliders overlap a capsule-shaped volume in world space.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.hit">
			<summary>Flag set when hit.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider.size">
			<summary>The size of the box, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.Rect.x">
			<summary>Left coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToReflectedField(System.IntPtr,System.IntPtr,System.Boolean)">
			<summary>Converts a field ID derived from cls to a java.lang.reflect.Field object.</summary>
		</member>
		<member name="P:UnityEngine.Joint.connectedAnchor">
			<summary>Position of the anchor relative to the connected Rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions between collider1 and collider2.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider)">
			<summary>Makes the collision detection system ignore all collisions between collider1 and collider2.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshTriangulation">
			<summary>Contains data describing a triangulation of a navmesh.</summary>
		</member>
		<member name="P:UnityEngine.Rect.y">
			<summary>Top coordinate of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.SphereCollider">
			<summary>A sphere-shaped primitive collider.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetSuperclass(System.IntPtr)">
			<summary>If clazz represents any class other than the class Object, then this function returns the object that represents the superclass of the class specified by clazz.</summary>
		</member>
		<member name="P:UnityEngine.Joint.autoConfigureConnectedAnchor">
			<summary>Should the connectedAnchor be calculated automatically?</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.vertices">
			<summary>Vertices for the navmesh triangulation.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.Note that IgnoreLayerCollision will reset the trigger state of affected colliders, so you might receive OnTriggerExit and OnTriggerEnter messages in response to calling this.</summary>
		</member>
		<member name="P:UnityEngine.Rect.position">
			<summary>The top left coordinates of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.IsAssignableFrom(System.IntPtr,System.IntPtr)">
			<summary>Determines whether an object of clazz1 can be safely cast to clazz2.</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.indices">
			<summary>Triangle indices for the navmesh triangulation.</summary>
		</member>
		<member name="P:UnityEngine.Joint.breakForce">
			<summary>The force that needs to be applied for this joint to break.</summary>
		</member>
		<member name="P:UnityEngine.SphereCollider.center">
			<summary>The center of the sphere in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.Physics.GetIgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Are collisions between layer1 and layer2 being ignored?</summary>
		</member>
		<member name="P:UnityEngine.SphereCollider.radius">
			<summary>The radius of the sphere measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.Joint.breakTorque">
			<summary>The torque that needs to be applied for this joint to break.</summary>
		</member>
		<member name="P:UnityEngine.Rect.center">
			<summary>Center coordinate of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodyConstraints">
			<summary>Use these flags to constrain motion of Rigidbodies.</summary>
		</member>
		<member name="P:UnityEngine.Joint.enableCollision">
			<summary>Enable collision between bodies connected with the joint.</summary>
		</member>
		<member name="P:UnityEngine.Rect.min">
			<summary>Lower left corner of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.Throw(System.IntPtr)">
			<summary>Causes a java.lang.Throwable object to be thrown.</summary>
		</member>
		<member name="T:UnityEngine.MeshCollider">
			<summary>A mesh collider allows you to do collision detection between meshes and primitives.</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.areas">
			<summary>NavMesh area indices for the navmesh triangulation.</summary>
		</member>
		<member name="T:UnityEngine.Rigidbody">
			<summary>Control of an object's position through physics simulation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ThrowNew(System.IntPtr,System.String)">
			<summary>Constructs an exception object from the specified class with the message specified by message and causes that exception to be thrown.</summary>
		</member>
		<member name="P:UnityEngine.Joint.enablePreprocessing">
			<summary>Toggle preprocessing for this joint.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.velocity">
			<summary>The velocity vector of the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.sharedMesh">
			<summary>The mesh object used for collision detection.</summary>
		</member>
		<member name="P:UnityEngine.Rect.max">
			<summary>Upper right corner of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshTriangulation.layers">
			<summary>NavMeshLayer values for the navmesh triangulation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ExceptionOccurred()">
			<summary>Determines if an exception is being thrown.</summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.convex">
			<summary>Use a convex collider from the mesh.</summary>
		</member>
		<member name="T:UnityEngine.HingeJoint">
			<summary>The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.</summary>
		</member>
		<member name="P:UnityEngine.Rect.width">
			<summary>Width of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.angularVelocity">
			<summary>The angular velocity vector of the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ExceptionDescribe()">
			<summary>Prints an exception and a backtrace of the stack to the logcat</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.motor">
			<summary>The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.</summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.smoothSphereCollisions">
			<summary>Uses interpolated normals for sphere collisions instead of flat polygonal normals.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.drag">
			<summary>The drag of the object.</summary>
		</member>
		<member name="P:UnityEngine.Rect.height">
			<summary>Height of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.NavMesh">
			<summary>Singleton class to access the baked NavMesh.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ExceptionClear()">
			<summary>Clears any exception that is currently being thrown.</summary>
		</member>
		<member name="T:UnityEngine.CapsuleCollider">
			<summary>A capsule-shaped primitive collider.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.limits">
			<summary>Limit of angular rotation on the hinge joint.</summary>
		</member>
		<member name="P:UnityEngine.NavMesh.avoidancePredictionTime">
			<summary>Describes how far in the future the agents predict collisions for avoidance.</summary>
		</member>
		<member name="P:UnityEngine.Rect.size">
			<summary>The size of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.angularDrag">
			<summary>The angular drag of the object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FatalError(System.String)">
			<summary>Raises a fatal error and does not expect the VM to recover. This function does not return.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.center">
			<summary>The center of the capsule, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.NavMesh.pathfindingIterationsPerFrame">
			<summary>The maximum amount of nodes processed each frame in the asynchronous pathfinding process.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.spring">
			<summary>The spring attempts to reach a target angle by adding spring and damping forces.</summary>
		</member>
		<member name="P:UnityEngine.Rect.xMin">
			<summary>Left coordinate of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.mass">
			<summary>The mass of the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.radius">
			<summary>The radius of the sphere, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useMotor">
			<summary>Enables the joint's motor.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.PushLocalFrame(System.Int32)">
			<summary>Creates a new local reference frame, in which at least a given number of local references can be created.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Int32)">
			<summary>Trace a line between two points on the NavMesh.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.height">
			<summary>The height of the capsule meased in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.Rect.yMin">
			<summary>Top coordinate of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.useGravity">
			<summary>Controls whether gravity affects this rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.maxDepenetrationVelocity">
			<summary>Maximum velocity of a rigidbody when moving out of penetrating state.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.CalculatePath(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32,UnityEngine.NavMeshPath)">
			<summary>Calculate a path between two points and store the resulting path.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useLimits">
			<summary>Enables the joint's limits.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.PopLocalFrame(System.IntPtr)">
			<summary>Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given result object.</summary>
		</member>
		<member name="P:UnityEngine.Rect.xMax">
			<summary>Right coordinate of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.direction">
			<summary>The direction of the capsule.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.FindClosestEdge(UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Int32)">
			<summary>Locate the closest NavMesh edge from a point on the NavMesh.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useSpring">
			<summary>Enables the joint's spring.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewGlobalRef(System.IntPtr)">
			<summary>Creates a new global reference to the object referred to by the obj argument.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.SamplePosition(UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Single,System.Int32)">
			<summary>Finds the closest point on NavMesh within specified range.</summary>
		</member>
		<member name="P:UnityEngine.Rect.yMax">
			<summary>Bottom coordinate of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.isKinematic">
			<summary>Controls whether physics affects the rigidbody.</summary>
		</member>
		<member name="T:UnityEngine.WheelFrictionCurve">
			<summary>WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.velocity">
			<summary>The angular velocity of the joint in degrees per second.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.SetLayerCost(System.Int32,System.Single)">
			<summary>Sets the cost for traversing over geometry of the layer type on all agents.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.freezeRotation">
			<summary>Controls whether physics will change the rotation of the object.</summary>
		</member>
		<member name="M:UnityEngine.Rect.MinMaxRect(System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates a rectangle from min/max coordinate values.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.DeleteGlobalRef(System.IntPtr)">
			<summary>Deletes the global reference pointed to by obj.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.GetLayerCost(System.Int32)">
			<summary>Gets the cost for traversing over geometry of the layer type on all agents.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set components of an existing Rect.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.extremumSlip">
			<summary>Extremum point slip (default 1).</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.angle">
			<summary>The current angle in degrees of the joint relative to its rest position. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.constraints">
			<summary>Controls which degrees of freedom are allowed for the simulation of this Rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewLocalRef(System.IntPtr)">
			<summary>Creates a new local reference that refers to the same object as obj.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.extremumValue">
			<summary>Force at the extremum slip (default 20000).</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.GetNavMeshLayerFromName(System.String)">
			<summary>Returns the layer index for a named layer.</summary>
		</member>
		<member name="T:UnityEngine.SpringJoint">
			<summary>The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.collisionDetectionMode">
			<summary>The Rigidbody's collision detection mode.</summary>
		</member>
		<member name="M:UnityEngine.Rect.ToString()">
			<summary>Returns a nicely formatted string for this Rect.</summary>
		</member>
		<member name="M:UnityEngine.Rect.ToString(System.String)">
			<summary>Returns a nicely formatted string for this Rect.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.DeleteLocalRef(System.IntPtr)">
			<summary>Deletes the local reference pointed to by obj.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.centerOfMass">
			<summary>The center of mass relative to the transform's origin.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.SetAreaCost(System.Int32,System.Single)">
			<summary>Sets the cost for finding path over geometry of the area type on all agents.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.asymptoteSlip">
			<summary>Asymptote point slip (default 2).</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector2)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3,System.Boolean)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint.spring">
			<summary>The spring force used to keep the two objects together.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.IsSameObject(System.IntPtr,System.IntPtr)">
			<summary>Tests whether two references refer to the same Java object.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint.damper">
			<summary>The damper force used to dampen the spring force.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect)">
			<summary>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.GetAreaCost(System.Int32)">
			<summary>Gets the cost for path finding over geometry of the area type.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect,System.Boolean)">
			<summary>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.asymptoteValue">
			<summary>Force at the asymptote slip (default 10000).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.worldCenterOfMass">
			<summary>The center of mass of the rigidbody in world space (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint.minDistance">
			<summary>The minimum distance between the bodies relative to their initial distance.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.EnsureLocalCapacity(System.Int32)">
			<summary>Ensures that at least a given number of local references can be created in the current thread.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.stiffness">
			<summary>Multiplier for the extremumValue and asymptoteValue values (default 1).</summary>
		</member>
		<member name="M:UnityEngine.Rect.NormalizedToPoint(UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Returns a point inside a rectangle, given normalized coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.inertiaTensorRotation">
			<summary>The rotation of the inertia tensor.</summary>
		</member>
		<member name="T:UnityEngine.WheelHit">
			<summary>Contact information for the wheel, reported by WheelCollider.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.AllocObject(System.IntPtr)">
			<summary>Allocates a new Java object without invoking any of the constructors for the object.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.GetAreaFromName(System.String)">
			<summary>Returns the area index for a named NavMesh area type.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint.maxDistance">
			<summary>The maximum distance between the bodies relative to their initial distance.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.inertiaTensor">
			<summary>The diagonal inertia tensor of mass relative to the center of mass.</summary>
		</member>
		<member name="M:UnityEngine.Rect.PointToNormalized(UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Returns the normalized coordinates cooresponding the the point.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.detectCollisions">
			<summary>Should collision detection be enabled? (By default always enabled).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewObject(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with &lt;init&gt; as the method name and void (V) as the return type.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.CalculateTriangulation()">
			<summary>Calculates triangulation of the current navmesh.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.collider">
			<summary>The other Collider the wheel is hitting.</summary>
		</member>
		<member name="T:UnityEngine.FixedJoint">
			<summary>The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.</summary>
		</member>
		<member name="T:UnityEngine.Matrix4x4">
			<summary>A standard 4x4 transformation matrix.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshObstacleShape">
			<summary>Shape of the obstacle.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.useConeFriction">
			<summary>Force cone friction to be used for this rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetObjectClass(System.IntPtr)">
			<summary>Returns the class of an object.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.inverse">
			<summary>The inverse of this matrix (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.position">
			<summary>The position of the rigidbody.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshObstacle">
			<summary>An obstacle for NavMeshAgents to avoid.</summary>
		</member>
		<member name="T:UnityEngine.SoftJointLimit">
			<summary>The limits defined by the CharacterJoint.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.point">
			<summary>The point of contact between the wheel and the ground.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.IsInstanceOf(System.IntPtr,System.IntPtr)">
			<summary>Tests whether an object is an instance of a class.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.transpose">
			<summary>Returns the transpose of this matrix (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.height">
			<summary>Height of the obstacle's cylinder shape.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.limit">
			<summary>The limit position/angle of the joint.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.rotation">
			<summary>The rotation of the rigdibody.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.normal">
			<summary>The normal at the point of contact.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.forwardDir">
			<summary>The direction the wheel is pointing in.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetMethodID(System.IntPtr,System.String,System.String)">
			<summary>Returns the method ID for an instance (nonstatic) method of a class or interface.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.isIdentity">
			<summary>Is this the identity matrix?</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.interpolation">
			<summary>Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.spring">
			<summary>If greater than zero, the limit is soft. The spring will pull the joint back.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.radius">
			<summary>Radius of the obstacle's capsule shape.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.sidewaysDir">
			<summary>The sideways direction of the wheel.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetFieldID(System.IntPtr,System.String,System.String)">
			<summary>Returns the field ID for an instance (nonstatic) field of a class.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.zero">
			<summary>Returns a matrix with all elements set to zero (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.solverIterationCount">
			<summary>Allows you to override the solver iteration count per rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.damper">
			<summary>If spring is greater than zero, the limit is soft.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.velocity">
			<summary>Velocity at which the obstacle moves around the NavMesh.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.force">
			<summary>The magnitude of the force being applied for the contact.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.identity">
			<summary>Returns the identity matrix (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticMethodID(System.IntPtr,System.String,System.String)">
			<summary>Returns the method ID for a static method of a class.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.carving">
			<summary>Should this obstacle make a cut-out in the navmesh.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.sleepVelocity">
			<summary>The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.forwardSlip">
			<summary>Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.bounciness">
			<summary>When the joint hits the limit, it can be made to bounce off it.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.GetColumn(System.Int32)">
			<summary>Get a column of the matrix.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.carveOnlyStationary">
			<summary>Should this obstacle be carved when it is constantly moving?</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.sleepAngularVelocity">
			<summary>The angular velocity below which objects start going to sleep.  (Default 0.14) range { 0, infinity }.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.sidewaysSlip">
			<summary>Tire slip in the sideways direction.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.contactDistance">
			<summary>Distance inside the limit value at which the limit will be considered to be active by the solver. Setting this low can cause jittering, but runs fast. Setting high can deduce jittering, but runs the solver more often. (0 = use defaults)</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticFieldID(System.IntPtr,System.String,System.String)">
			<summary>Returns the field ID for a static field of a class.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.GetRow(System.Int32)">
			<summary>Returns a row of the matrix.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.carvingMoveThreshold">
			<summary>Threshold distance for updating a moving carved hole (when carving is enabled).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.sleepThreshold">
			<summary>The mass-normalized energy threshold, below which objects start going to sleep.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewStringUTF(System.String)">
			<summary>Constructs a new java.lang.String object from an array of characters in modified UTF-8 encoding.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.carvingTimeToStationary">
			<summary>Time to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.maxAngularVelocity">
			<summary>The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }.</summary>
		</member>
		<member name="T:UnityEngine.WheelCollider">
			<summary>A special collider for vehicle wheels.</summary>
		</member>
		<member name="T:UnityEngine.SoftJointLimitSpring">
			<summary>The configuration of the spring attached to the joint's limits: linear and angular. Used by CharacterJoint and ConfigurableJoint.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStringUTFLength(System.IntPtr)">
			<summary>Returns the length in bytes of the modified UTF-8 representation of a string.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetColumn(System.Int32,UnityEngine.Vector4)">
			<summary>Sets a column of the matrix.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.shape">
			<summary>Shape of the obstacle.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SetDensity(System.Single)">
			<summary>Sets the mass based on the attached colliders assuming a constant density.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimitSpring.spring">
			<summary>The stiffness of the spring limit. When stiffness is zero the limit is hard, otherwise soft.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.center">
			<summary>The center of the wheel, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.center">
			<summary>The center of the obstacle, measured in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetRow(System.Int32,UnityEngine.Vector4)">
			<summary>Sets a row of the matrix.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStringUTFChars(System.IntPtr)">
			<summary>Returns a managed string object representing the string in modified UTF-8 encoding.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Adds a force to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3)">
			<summary>Adds a force to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single)">
			<summary>Adds a force to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Adds a force to the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimitSpring.damper">
			<summary>The damping of the spring limit. In effect when the stiffness of the sprint limit is not zero.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.size">
			<summary>The size of the obstacle, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.radius">
			<summary>The radius of the wheel, measured in local space.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyPoint(UnityEngine.Vector3)">
			<summary>Transforms a position by this matrix (generic).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStringMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyPoint3x4(UnityEngine.Vector3)">
			<summary>Transforms a position by this matrix (fast).</summary>
		</member>
		<member name="T:UnityEngine.JointDriveMode">
			<summary>The ConfigurableJoint attempts to attain position / velocity targets based on this flag.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshPathStatus">
			<summary>Status of path.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Adds a force to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3)">
			<summary>Adds a force to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.suspensionDistance">
			<summary>Maximum extension distance of wheel suspension, measured in local space.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single)">
			<summary>Adds a force to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Adds a force to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallObjectMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyVector(UnityEngine.Vector3)">
			<summary>Transforms a direction by this matrix.</summary>
		</member>
		<member name="T:UnityEngine.JointProjectionMode">
			<summary>Determines how to snap physics joints back to its constrained position when it drifts off too much.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.suspensionSpring">
			<summary>The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Adds a torque to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3)">
			<summary>Adds a torque to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single)">
			<summary>Adds a torque to the rigidbody.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshPath">
			<summary>A path as calculated by the navigation system.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Adds a torque to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallIntMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Scale(UnityEngine.Vector3)">
			<summary>Creates a scaling matrix.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallBooleanMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetTRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Sets this matrix to a translation, rotation and scaling matrix.</summary>
		</member>
		<member name="T:UnityEngine.JointDrive">
			<summary>How the joint's movement will behave along its local X axis.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshPath.corners">
			<summary>Corner points of the path. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.forceAppPointDistance">
			<summary>Application point of suspension/tire forces. This is specified as a distance in metres along the local up vector of the vehicle's rigid body from the base of the wheel at its rest coordinate (the rest coordinate of the wheel is determined by the value WheelCollider.spring.targetPosition).  This parameter simulates the effective roll center of the suspension geometry.  For a standard family car the value of forceAppPointDistance should be tuned to place the application point approximately 0.3m below the rigid body center of mass.  Moving the application point downwards introduces more roll when cornering, while moving it upwards results in less roll when cornering. The force application point is typically below the rigid body center of mass.Please note that having this parameter equal to zero could be undesirable as it contributes to simulation instability in certain configurations. Once you observe your vehicle failing to go asleep resting on flat surface, exhibiting jittering behavior or drifting along the surface when no user input is applied, check the forceAppPointDistance values. In the editor, when a WheelCollider game object is selected, there is a green spherical gizmo displayed to show where the force application point is at the moment. Try increasing forceAppPointDistance value gradually, until you're satisfied with the result.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallShortMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="P:UnityEngine.JointDrive.mode">
			<summary>Whether the drive should attempt to reach position, velocity, both or nothing.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.TRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Creates a translation, rotation and scaling matrix.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.mass">
			<summary>The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshPath.status">
			<summary>Status of the path. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Adds a torque to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3)">
			<summary>Adds a torque to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single)">
			<summary>Adds a torque to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Adds a torque to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallByteMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Applies force at position. As a result this will apply a torque and force on the object.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Applies force at position. As a result this will apply a torque and force on the object.</summary>
		</member>
		<member name="P:UnityEngine.JointDrive.positionSpring">
			<summary>Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshPath.GetCornersNonAlloc(UnityEngine.Vector3[])">
			<summary>Calculate the corners for the path.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.ToString()">
			<summary>Returns a nicely formatted string for this matrix.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.ToString(System.String)">
			<summary>Returns a nicely formatted string for this matrix.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.wheelDampingRate">
			<summary>The damping rate of the wheel. Must be larger than zero.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Applies a force to a rigidbody that simulates explosion effects.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single)">
			<summary>Applies a force to a rigidbody that simulates explosion effects.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Applies a force to a rigidbody that simulates explosion effects.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallCharMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="P:UnityEngine.JointDrive.positionDamper">
			<summary>Resistance strength against the Position Spring. Only used if mode includes Position.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Ortho(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates an orthogonal projection matrix.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.ClosestPointOnBounds(UnityEngine.Vector3)">
			<summary>The closest point to the bounding box of the attached colliders.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshPath.ClearCorners()">
			<summary>Erase all corner points from path.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.forwardFriction">
			<summary>Properties of tire friction in the direction the wheel is pointing in.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallFloatMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.GetRelativePointVelocity(UnityEngine.Vector3)">
			<summary>The velocity relative to the rigidbody at the point relativePoint.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Perspective(System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates a perspective projection matrix.</summary>
		</member>
		<member name="P:UnityEngine.JointDrive.maximumForce">
			<summary>Amount of force applied to push the object toward the defined direction.</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLinkType">
			<summary>Link type specifier.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.sidewaysFriction">
			<summary>Properties of tire friction in the sideways direction.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallDoubleMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="T:UnityEngine.AudioCompressionFormat">
			<summary>An enum containing different compression types.</summary>
		</member>
		<member name="T:UnityEngine.CharacterJoint">
			<summary>Character Joints are mainly used for Ragdoll effects. They are an extended ball-socket joint which allows you to limit the joint on each axis.</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLinkData">
			<summary>State of OffMeshLink.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.motorTorque">
			<summary>Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.GetPointVelocity(UnityEngine.Vector3)">
			<summary>The velocity of the rigidbody at the point worldPoint in global space.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallLongMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="T:UnityEngine.AudioClipLoadType">
			<summary>Determines how the audio clip is loaded in.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.swingAxis">
			<summary>The secondary axis around which the joint can rotate.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.valid">
			<summary>Is link valid (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.MovePosition(UnityEngine.Vector3)">
			<summary>Moves the rigidbody to position.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.brakeTorque">
			<summary>Brake torque expressed in Newton metres.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallVoidMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.twistLimitSpring">
			<summary>The configuration of the spring attached to the twist limits of the joint.</summary>
		</member>
		<member name="T:UnityEngine.AudioClip">
			<summary>A container for audio data.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.activated">
			<summary>Is link active (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.MoveRotation(UnityEngine.Quaternion)">
			<summary>Rotates the rigidbody to rotation.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.steerAngle">
			<summary>Steering angle in degrees, always around the local y-axis.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStringField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.swingLimitSpring">
			<summary>The configuration of the spring attached to the swing limits of the joint.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.Sleep()">
			<summary>Forces a rigidbody to sleep at least one frame.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.length">
			<summary>The length of the audio clip in seconds. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.isGrounded">
			<summary>Indicates whether the wheel currently collides with something (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.linkType">
			<summary>Link type specifier (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.sprungMass">
			<summary>The mass supported by this WheelCollider.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetObjectField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.lowTwistLimit">
			<summary>The lower limit around the primary axis of the character joint.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.samples">
			<summary>The length of the audio clip in samples. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.IsSleeping()">
			<summary>Is the rigidbody sleeping?</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.startPos">
			<summary>Link start world position (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.rpm">
			<summary>Current wheel axle rotation speed, in rotations per minute (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetBooleanField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.WakeUp()">
			<summary>Forces a rigidbody to wake up.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.channels">
			<summary>The number of channels in the audio clip. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.endPos">
			<summary>Link end world position (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.highTwistLimit">
			<summary>The upper limit around the primary axis of the character joint.</summary>
		</member>
		<member name="M:UnityEngine.WheelCollider.GetGroundHit(UnityEngine.WheelHit&)">
			<summary>Gets ground collision data for the wheel.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetByteField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.offMeshLink">
			<summary>The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.frequency">
			<summary>The sample frequency of the clip in Hertz. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.swing1Limit">
			<summary>The limit around the primary axis of the character joint.</summary>
		</member>
		<member name="M:UnityEngine.WheelCollider.GetWorldPose(UnityEngine.Vector3&,UnityEngine.Quaternion&)">
			<summary>Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SweepTest(UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Tests if a rigidbody would collide with anything, if it was moved through the scene.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SweepTest(UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Tests if a rigidbody would collide with anything, if it was moved through the scene.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetCharField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.swing2Limit">
			<summary>The limit around the primary axis of the character joint.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.isReadyToPlay">
			<summary>Returns true if the AudioClip is ready to play (read-only).</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLink">
			<summary>Link allowing movement outside the planar navigation mesh.</summary>
		</member>
		<member name="T:UnityEngine.RaycastHit">
			<summary>Structure used to get information back from a raycast.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SweepTestAll(UnityEngine.Vector3,System.Single)">
			<summary>Like Rigidbody.SweepTest, but returns all hits.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SweepTestAll(UnityEngine.Vector3)">
			<summary>Like Rigidbody.SweepTest, but returns all hits.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetShortField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.loadType">
			<summary>The load type of the clip (read-only).</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.enableProjection">
			<summary>Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.activated">
			<summary>Is link active.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.point">
			<summary>The impact point in world space where the ray hit the collider.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.projectionDistance">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.projectionAngle">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.RigidbodyInterpolation">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetIntField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.occupied">
			<summary>Is link occupied. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.normal">
			<summary>The normal of the surface the ray hit.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.preloadAudioData">
			<summary>Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded.</summary>
		</member>
		<member name="T:UnityEngine.ConfigurableJointMotion">
			<summary>Constrains movement for a ConfigurableJoint along the 6 axes.</summary>
		</member>
		<member name="T:UnityEngine.JointMotor">
			<summary>The JointMotor is used to motorize a joint.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.barycentricCoordinate">
			<summary>The barycentric coordinate of the triangle we hit.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.costOverride">
			<summary>Modify pathfinding cost for the link.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.targetVelocity">
			<summary>The motor will apply a force up to force to achieve targetVelocity.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.biDirectional">
			<summary>Can link be traversed in both directions.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.loadState">
			<summary>Returns the current load state of the audio data associated with an AudioClip.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.distance">
			<summary>The distance from the ray's origin to the impact point.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetLongField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="T:UnityEngine.RotationDriveMode">
			<summary>Control ConfigurableJoint's rotation with either X &amp; YZ or Slerp Drive.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.force">
			<summary>The motor will apply a force.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.navMeshLayer">
			<summary>NavMeshLayer for this OffMeshLink component.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.loadInBackground">
			<summary>Corresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.triangleIndex">
			<summary>The index of the triangle that was hit.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.freeSpin">
			<summary>If freeSpin is enabled the motor will only accelerate but never slow down.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.area">
			<summary>NavMesh area index for this OffMeshLink component.</summary>
		</member>
		<member name="T:UnityEngine.ConfigurableJoint">
			<summary>The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.LoadAudioData()">
			<summary>Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetFloatField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.autoUpdatePositions">
			<summary>Automatically update endpoints.</summary>
		</member>
		<member name="T:UnityEngine.JointSpring">
			<summary>JointSpring is used add a spring force to HingeJoint and PhysicMaterial.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.textureCoord">
			<summary>The uv texture coordinate at the impact point.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.secondaryAxis">
			<summary>The joint's secondary axis.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.UnloadAudioData()">
			<summary>Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetDoubleField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.startTransform">
			<summary>The transform representing link start position.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.xMotion">
			<summary>Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.spring">
			<summary>The spring forces used to reach the target position.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.textureCoord2">
			<summary>The secondary uv texture coordinate at the impact point.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.endTransform">
			<summary>The transform representing link end position.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStringField(System.IntPtr,System.IntPtr,System.String)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.lightmapCoord">
			<summary>The uv lightmap coordinate at the impact point.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.GetData(System.Single[],System.Int32)">
			<summary>Fills an array with sample data from the clip.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.yMotion">
			<summary>Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.damper">
			<summary>The damper force uses to dampen the spring.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.collider">
			<summary>The Collider that was hit.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.targetPosition">
			<summary>The target position the joint attempts to reach.</summary>
		</member>
		<member name="M:UnityEngine.OffMeshLink.UpdatePositions()">
			<summary>Explicitly update the link endpoints.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetObjectField(System.IntPtr,System.IntPtr,System.IntPtr)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.rigidbody">
			<summary>The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.SetData(System.Single[],System.Int32)">
			<summary>Set sample data in a clip.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.zMotion">
			<summary>Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.</summary>
		</member>
		<member name="T:UnityEngine.AudioSpeakerMode">
			<summary>These are speaker types defined for use with AudioSettings.speakerMode.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.transform">
			<summary>The Transform of the rigidbody or collider that was hit.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetBooleanField(System.IntPtr,System.IntPtr,System.Boolean)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,UnityEngine.AudioClip.PCMReaderCallback)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,UnityEngine.AudioClip.PCMReaderCallback,UnityEngine.AudioClip.PCMSetPositionCallback)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,UnityEngine.AudioClip.PCMReaderCallback)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,UnityEngine.AudioClip.PCMReaderCallback,UnityEngine.AudioClip.PCMSetPositionCallback)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularXMotion">
			<summary>Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.</summary>
		</member>
		<member name="T:UnityEngine.JointLimits">
			<summary>JointLimits is used by the HingeJoint to limit the joints angle.</summary>
		</member>
		<member name="T:UnityEngine.PhysicMaterialCombine">
			<summary>Describes how physic materials of colliding objects are combined.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.min">
			<summary>The lower limit of the joint.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularYMotion">
			<summary>Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.</summary>
		</member>
		<member name="T:UnityEngine.AudioDataLoadState">
			<summary>Value describing the current load state of the audio data associated with an AudioClip.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetByteField(System.IntPtr,System.IntPtr,System.Byte)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="T:UnityEngine.AudioClip.PCMReaderCallback">
			<summary>Delegate called each time AudioClip reads data.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.minBounce">
			<summary>The bounciness of the joint when hitting the lower limit of the joint.</summary>
		</member>
		<member name="T:UnityEngine.PhysicMaterial">
			<summary>Physics material describes how to handle colliding objects (friction, bounciness).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetCharField(System.IntPtr,System.IntPtr,System.Char)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.dynamicFriction">
			<summary>The friction used when already moving.  This value has to be between 0 and 1.</summary>
		</member>
		<member name="T:UnityEngine.AudioConfiguration">
			<summary>Specifies the current properties or desired properties to be set for the audio system.</summary>
		</member>
		<member name="T:UnityEngine.AudioClip.PCMSetPositionCallback">
			<summary>Delegate called each time AudioClip changes read position.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularZMotion">
			<summary>Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.max">
			<summary>The upper limit of the joint.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetShortField(System.IntPtr,System.IntPtr,System.Int16)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="F:UnityEngine.AudioConfiguration.speakerMode">
			<summary>The current speaker mode used by the audio output device.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.staticFriction">
			<summary>The friction coefficient used when an object is lying on a surface.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.maxBounce">
			<summary>The bounciness of the joint when hitting the upper limit of the joint.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.bounciness">
			<summary>How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetIntField(System.IntPtr,System.IntPtr,System.Int32)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="F:UnityEngine.AudioConfiguration.dspBufferSize">
			<summary>The length of the DSP buffer in samples determining the latency of sounds by the audio output device.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.contactDistance">
			<summary>Distance inside the limit value at which the limit will be considered to be active by the solver. Setting this low can cause jittering, but runs fast. Setting high can deduce jittering, but runs the solver more often. (0 = use defaults)</summary>
		</member>
		<member name="T:UnityEngine.AudioVelocityUpdateMode">
			<summary>Describes when an AudioSource or AudioListener is updated.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetLongField(System.IntPtr,System.IntPtr,System.Int64)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.linearLimitSpring">
			<summary>The configuration of the spring attached to the linear limit of the joint.</summary>
		</member>
		<member name="F:UnityEngine.AudioConfiguration.sampleRate">
			<summary>The current sample rate of the audio output device used.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.frictionDirection2">
			<summary>The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.</summary>
		</member>
		<member name="F:UnityEngine.AudioConfiguration.numRealVoices">
			<summary>The current maximum number of simultaneously audible sounds in the game.</summary>
		</member>
		<member name="T:UnityEngine.AudioChorusFilter">
			<summary>The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.</summary>
		</member>
		<member name="T:UnityEngine.AudioListener">
			<summary>Representation of a listener in 3D space.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.dynamicFriction2">
			<summary>If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.dryMix">
			<summary>Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetFloatField(System.IntPtr,System.IntPtr,System.Single)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularXLimitSpring">
			<summary>The configuration of the spring attached to the angular X limit of the joint.</summary>
		</member>
		<member name="P:UnityEngine.AudioListener.volume">
			<summary>Controls the game sound volume (0.0 to 1.0).</summary>
		</member>
		<member name="F:UnityEngine.AudioConfiguration.numVirtualVoices">
			<summary>The  maximum number of managed sounds in the game. Beyond this limit sounds will simply stop playing.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix1">
			<summary>Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetDoubleField(System.IntPtr,System.IntPtr,System.Double)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioListener.pause">
			<summary>The paused state of the audio system.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix2">
			<summary>Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix3">
			<summary>Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.staticFriction2">
			<summary>If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticStringMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="T:UnityEngine.AudioSettings">
			<summary>Controls the global audio settings from script.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularYZLimitSpring">
			<summary>The configuration of the spring attached to the angular Y and angular Z limits of the joint.</summary>
		</member>
		<member name="P:UnityEngine.AudioListener.velocityUpdateMode">
			<summary>This lets you set whether the Audio Listener should be updated in the fixed or dynamic update.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.delay">
			<summary>Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.driverCapabilities">
			<summary>Returns the speaker mode capability of the current audio driver. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.linearLimit">
			<summary>Boundary defining movement restriction, based on distance from the joint's origin.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.rate">
			<summary>Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticObjectMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetOutputData(System.Int32,System.Int32)">
			<summary>Returns a block of the listener (master)'s output data.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetOutputData(System.Single[],System.Int32)">
			<summary>Returns a block of the listener (master)'s output data.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.lowAngularXLimit">
			<summary>Boundary defining lower rotation restriction, based on delta from original rotation.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.speakerMode">
			<summary>Gets the current speaker mode. Default is 2 channel stereo.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.frictionCombine">
			<summary>Determines how the friction is combined.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.depth">
			<summary>Chorus modulation depth. 0.0 to 1.0. Default = 0.03.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticIntMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.dspTime">
			<summary>Returns the current time of the audio system.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.highAngularXLimit">
			<summary>Boundary defining upper rotation restriction, based on delta from original rotation.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.bounceCombine">
			<summary>Determines how the bounciness is combined.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.outputSampleRate">
			<summary>Get the mixer's current output rate.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.feedback">
			<summary>Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the listener (master)'s spectrum data.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the listener (master)'s spectrum data.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularYLimit">
			<summary>Boundary defining rotation restriction, based on delta from original rotation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticBooleanMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorRecorderMode">
			<summary>The mode of the Animator's recorder.</summary>
		</member>
		<member name="T:UnityEngine.AudioReverbFilter">
			<summary>The Audio Reverb Filter takes an Audio Clip and distortionates it in a.</summary>
		</member>
		<member name="T:UnityEngine.AnimationClip">
			<summary>Stores keyframe based animations.</summary>
		</member>
		<member name="M:UnityEngine.AudioSettings.GetDSPBufferSize(System.Int32&,System.Int32&)">
			<summary>Get the mixer's buffer size in samples.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularZLimit">
			<summary>Boundary defining rotation restriction, based on delta from original rotation.</summary>
		</member>
		<member name="T:UnityEngine.FFTWindow">
			<summary>Spectrum analysis windowing types.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticShortMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbPreset">
			<summary>Set/Get reverb preset properties.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.length">
			<summary>Animation length in seconds. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.targetPosition">
			<summary>The desired position that the joint should move into.</summary>
		</member>
		<member name="T:UnityEngine.AudioRolloffMode">
			<summary>Rolloff modes that a 3D sound can have in an audio source.</summary>
		</member>
		<member name="T:UnityEngine.AnimationInfo">
			<summary>Information about what animation clips is played and its weight.</summary>
		</member>
		<member name="M:UnityEngine.AudioSettings.GetConfiguration()">
			<summary>Returns the current configuration of the audio device and system. The values in the struct may then be modified and reapplied via AudioSettings.Reset.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticByteMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.dryLevel">
			<summary>Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.frameRate">
			<summary>Frame rate at which keyframes are sampled. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.AudioSettings.Reset(UnityEngine.AudioConfiguration)">
			<summary>Performs a change of the device configuration. In response to this the AudioSettings.OnAudioConfigurationChanged delegate is invoked with the argument deviceWasChanged=false. It cannot be guaranteed that the exact settings specified can be used, but the an attempt is made to use the closest match supported by the system.</summary>
		</member>
		<member name="T:UnityEngine.AudioSource">
			<summary>A representation of audio sources in 3D.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.targetVelocity">
			<summary>The desired velocity that the joint should move along.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticCharMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorClipInfo">
			<summary>Information about clip been played and blended by the Animator.</summary>
		</member>
		<member name="T:UnityEngine.AudioSettings.AudioConfigurationChangeHandler">
			<summary>A delegate called whenever the global audio settings are changed, either by AudioSettings.Reset or by an external device change such as the OS control panel changing the sample rate or because the default output device was changed, for example when plugging in an HDMI monitor or a USB headset.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.room">
			<summary>Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.volume">
			<summary>The volume of the audio source (0.0 to 1.0).</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.wrapMode">
			<summary>Sets the default wrap mode used in the animation state.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.xDrive">
			<summary>Definition of how the joint's movement will behave along its local X axis.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomHF">
			<summary>Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorClipInfo.clip">
			<summary>Returns the animation clip played by the Animator.</summary>
		</member>
		<member name="T:UnityEngine.AudioType">
			<summary>Type of the imported(native) data.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticFloatMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomRolloff">
			<summary>Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorClipInfo.weight">
			<summary>Returns the blending weight used by the Animator to blend this clip.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.yDrive">
			<summary>Definition of how the joint's movement will behave along its local Y axis.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.pitch">
			<summary>The pitch of the audio source.</summary>
		</member>
		<member name="T:UnityEngine.RuntimeAnimatorController">
			<summary>Runtime reprentation of the AnimatorController. It can be used to change the Animator's controller during runtime.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.localBounds">
			<summary>AABB of this Animation Clip in local space of Animation component that it is attached too.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorCullingMode">
			<summary>Culling mode for the Animator.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.time">
			<summary>Playback position in seconds.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.decayTime">
			<summary>Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.zDrive">
			<summary>Definition of how the joint's movement will behave along its local Z axis.</summary>
		</member>
		<member name="P:UnityEngine.RuntimeAnimatorController.animationClips">
			<summary>Retrieves all AnimationClip used by the controller.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticDoubleMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorUpdateMode">
			<summary>The update mode of the Animator.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.legacy">
			<summary>Set to true if the AnimationClip will be used with the Legacy Animation component ( instead of the Animator ).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.decayHFRatio">
			<summary>Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.targetRotation">
			<summary>This is a Quaternion. It defines the desired rotation that the joint should rotate into.</summary>
		</member>
		<member name="T:UnityEngine.HumanBodyBones">
			<summary>Human Body Bones.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.timeSamples">
			<summary>Playback position in PCM samples.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticLongMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorStateInfo">
			<summary>Information about the current or next state.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.humanMotion">
			<summary>Returns true if the animation contains curve that drives a humanoid rig.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reflectionsLevel">
			<summary>Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.targetAngularVelocity">
			<summary>This is a Vector3. It defines the desired angular velocity that the joint should rotate into.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.clip">
			<summary>The default AudioClip to play.</summary>
		</member>
		<member name="T:UnityEngine.Avatar">
			<summary>Avatar definition.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.rotationDriveMode">
			<summary>Control the object's rotation with either X &amp; YZ or Slerp Drive by itself.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticVoidMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.events">
			<summary>Animation Events for this animation clip.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reflectionsDelay">
			<summary>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.fullPathHash">
			<summary>The full path hash for this state.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.outputAudioMixerGroup">
			<summary>The target group to which the AudioSource should route its signal.</summary>
		</member>
		<member name="P:UnityEngine.Avatar.isValid">
			<summary>Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularXDrive">
			<summary>Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing &amp; Twist.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.SampleAnimation(UnityEngine.GameObject,System.Single)">
			<summary>Samples an animation at a given time for any animated properties.</summary>
		</member>
		<member name="P:UnityEngine.Avatar.isHuman">
			<summary>Return true if this avatar is a valid human avatar.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.isPlaying">
			<summary>Is the clip playing right now (Read Only)?</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularYZDrive">
			<summary>Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing &amp; Twist.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.nameHash">
			<summary>The hashed name of the State.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbLevel">
			<summary>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticStringField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.SetCurve(System.String,System.Type,System.String,UnityEngine.AnimationCurve)">
			<summary>Assigns the curve to animate a specific property.</summary>
		</member>
		<member name="T:UnityEngine.HumanTrait">
			<summary>Details of all the human bone and muscle types defined by Mecanim.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.EnsureQuaternionContinuity()">
			<summary>In order to insure better interpolation of quaternions, call this function after you are finished setting animation curves.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.loop">
			<summary>Is the audio clip looping?</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticObjectField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbDelay">
			<summary>Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.shortNameHash">
			<summary>The hash is generated using Animator::StringToHash. The string to pass doest not include the parent layer's name.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.slerpDrive">
			<summary>Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.ClearCurves()">
			<summary>Clears all curves from the clip.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.normalizedTime">
			<summary>Normalized time of the State.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.ignoreListenerVolume">
			<summary>This makes the audio source not take into account the volume of the audio listener.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.MuscleFromBone(System.Int32,System.Int32)">
			<summary>Obtain the muscle index for a particular bone index and "degree of freedom".</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.diffusion">
			<summary>Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.playOnAwake">
			<summary>If set to true, the audio source will automatically start playing on awake.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticBooleanField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.AddEvent(UnityEngine.AnimationEvent)">
			<summary>Adds an animation event to the clip.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.length">
			<summary>Current duration of the state.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.BoneFromMuscle(System.Int32)">
			<summary>Return the bone to which a particular muscle is connected.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.projectionMode">
			<summary>Brings violated constraints back into alignment even when the solver fails. Projection is not a physical process and does not preserve momentum or respect collision geometry. It is best avoided if practical, but can be useful in improving simulation quality where joint separation results in unacceptable artifacts.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.ignoreListenerPause">
			<summary>Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.density">
			<summary>Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.tagHash">
			<summary>The Tag of the State.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticByteField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.projectionDistance">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.RequiredBone(System.Int32)">
			<summary>Is the bone a member of the minimal set of bones that Mecanim requires for a human model?</summary>
		</member>
		<member name="T:UnityEngine.Keyframe">
			<summary>A single keyframe that can be injected into an animation curve.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.velocityUpdateMode">
			<summary>Whether the Audio Source should be updated in the fixed or dynamic update.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticCharField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.hfReference">
			<summary>Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMin(System.Int32)">
			<summary>Get the default minimum value of rotation for a muscle in degrees.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.projectionAngle">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.loop">
			<summary>Is the state looping.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.time">
			<summary>The time of the keyframe.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomLF">
			<summary>Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMax(System.Int32)">
			<summary>Get the default maximum value of rotation for a muscle in degrees.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticShortField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.panStereo">
			<summary>Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.configuredInWorldSpace">
			<summary>If enabled, all Target values will be calculated in world space instead of the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.value">
			<summary>The value of the curve at keyframe.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.spatialBlend">
			<summary>Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.</summary>
		</member>
		<member name="T:UnityEngine.TreePrototype">
			<summary>Simple class that contains a pointer to a tree prototype.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.lfReference">
			<summary>Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.lFReference">
			<summary>Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorStateInfo.IsName(System.String)">
			<summary>Does name match the name of the active state in the statemachine?</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.swapBodies">
			<summary>If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.inTangent">
			<summary>Describes the tangent when approaching this point from the previous point in the curve.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticIntField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.reverbZoneMix">
			<summary>The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorStateInfo.IsTag(System.String)">
			<summary>Does tag match the tag of the active state in the statemachine.</summary>
		</member>
		<member name="T:UnityEngine.ConstantForce">
			<summary>A force applied constantly.</summary>
		</member>
		<member name="T:UnityEngine.Microphone">
			<summary>Use this class to record to an AudioClip using a connected microphone.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.outTangent">
			<summary>Describes the tangent when leaving this point towards the next point in the curve.</summary>
		</member>
		<member name="P:UnityEngine.TreePrototype.prefab">
			<summary>Retrieves the actual GameObect used by the tree.</summary>
		</member>
		<member name="P:UnityEngine.Microphone.devices">
			<summary>A list of available microphone devices, identified by name.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorTransitionInfo">
			<summary>Information about the current transition.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticLongField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.panLevel">
			<summary>PanLevel has been deprecated. Use spatialBlend instead.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce.force">
			<summary>The force applied to the rigidbody every frame.</summary>
		</member>
		<member name="P:UnityEngine.TreePrototype.bendFactor">
			<summary>Bend factor of the tree prototype.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.Start(System.String,System.Boolean,System.Int32,System.Int32)">
			<summary>Start Recording with device.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.fullPathHash">
			<summary>The unique name of the Transition.</summary>
		</member>
		<member name="T:UnityEngine.AnimationCurve">
			<summary>A collection of curves form an AnimationClip.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticFloatField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce.relativeForce">
			<summary>The force - relative to the rigid bodies coordinate system - applied every frame.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.pan">
			<summary>Pan has been deprecated. Use panStereo instead.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.End(System.String)">
			<summary>Stops recording.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticDoubleField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="T:UnityEngine.DetailRenderMode">
			<summary>Render mode for detail prototypes.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassEffects">
			<summary>Bypass effects (Applied from filter components or global listener filters).</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.nameHash">
			<summary>The simplified name of the Transition.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.keys">
			<summary>All keys defined in the animation curve.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.IsRecording(System.String)">
			<summary>Query if a device is currently recording.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticStringField(System.IntPtr,System.IntPtr,System.String)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.userNameHash">
			<summary>The user-specidied name of the Transition.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassListenerEffects">
			<summary>When set global effects on the AudioListener will not be applied to the audio signal generated by the AudioSource. Does not apply if the AudioSource is playing into a mixer group.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce.torque">
			<summary>The torque applied to the rigidbody every frame.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.length">
			<summary>The number of keys in the curve. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.normalizedTime">
			<summary>Normalized time of the Transition.</summary>
		</member>
		<member name="T:UnityEngine.DetailPrototype">
			<summary>Detail prototype used by the Terrain GameObject.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.GetPosition(System.String)">
			<summary>Get the position in samples of the recording.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticObjectField(System.IntPtr,System.IntPtr,System.IntPtr)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.anyState">
			<summary>Returns true if the transition is from an AnyState node, or from Animator.CrossFade().</summary>
		</member>
		<member name="M:UnityEngine.Microphone.GetDeviceCaps(System.String,System.Int32&,System.Int32&)">
			<summary>Get the frequency capabilities of a device.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce.relativeTorque">
			<summary>The torque - relative to the rigid bodies coordinate system - applied every frame.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassReverbZones">
			<summary>When set doesn't route the signal from an AudioSource into the global reverb associated with reverb zones.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.preWrapMode">
			<summary>The behaviour of the animation before the first keyframe.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.prototype">
			<summary>GameObject used by the DetailPrototype.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorTransitionInfo.IsName(System.String)">
			<summary>Does name match the name of the active Transition.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.prototypeTexture">
			<summary>Texture used by the DetailPrototype.</summary>
		</member>
		<member name="T:UnityEngine.MovieTexture">
			<summary>Movie Textures are textures onto which movies are played back.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticBooleanField(System.IntPtr,System.IntPtr,System.Boolean)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.postWrapMode">
			<summary>The behaviour of the animation after the last keyframe.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorTransitionInfo.IsUserName(System.String)">
			<summary>Does userName match the name of the active Transition.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.dopplerLevel">
			<summary>Sets the Doppler scale for this AudioSource.</summary>
		</member>
		<member name="T:UnityEngine.CollisionDetectionMode">
			<summary>The collision detection mode constants used for Rigidbody.collisionDetectionMode.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.minWidth">
			<summary>Minimum width of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.audioClip">
			<summary>Returns the AudioClip belonging to the MovieTexture.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.Evaluate(System.Single)">
			<summary>Evaluate the curve at time.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticByteField(System.IntPtr,System.IntPtr,System.Byte)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.spread">
			<summary>Sets the spread angle a 3d stereo or multichannel sound in speaker space.</summary>
		</member>
		<member name="T:UnityEngine.Collider">
			<summary>A base class of all colliders.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.maxWidth">
			<summary>Maximum width of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.loop">
			<summary>Set this to true to make the movie loop.</summary>
		</member>
		<member name="T:UnityEngine.MatchTargetWeightMask">
			<summary>To specify position and rotation weight mask for Animator::MatchTarget.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.priority">
			<summary>Sets the priority of the AudioSource.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.AddKey(System.Single,System.Single)">
			<summary>Add a new key to the curve.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.AddKey(UnityEngine.Keyframe)">
			<summary>Add a new key to the curve.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticCharField(System.IntPtr,System.IntPtr,System.Char)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.Collider.enabled">
			<summary>Enabled Colliders will collide with other colliders, disabled Colliders won't.</summary>
		</member>
		<member name="P:UnityEngine.MatchTargetWeightMask.positionXYZWeight">
			<summary>Position XYZ weight.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.mute">
			<summary>Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticShortField(System.IntPtr,System.IntPtr,System.Int16)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.minHeight">
			<summary>Minimum height of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.isPlaying">
			<summary>Returns whether the movie is playing or not.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.MoveKey(System.Int32,UnityEngine.Keyframe)">
			<summary>Removes the keyframe at index and inserts key.</summary>
		</member>
		<member name="P:UnityEngine.Collider.attachedRigidbody">
			<summary>The rigidbody the collider is attached to.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticIntField(System.IntPtr,System.IntPtr,System.Int32)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.MatchTargetWeightMask.rotationWeight">
			<summary>Rotation weight.</summary>
		</member>
		<member name="P:UnityEngine.Collider.isTrigger">
			<summary>Is the collider a trigger?</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.isReadyToPlay">
			<summary>If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.minDistance">
			<summary>Within the Min distance the AudioSource will cease to grow louder in volume.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.maxHeight">
			<summary>Maximum height of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.RemoveKey(System.Int32)">
			<summary>Removes a key.</summary>
		</member>
		<member name="P:UnityEngine.Collider.contactOffset">
			<summary>Contact offset value of this collider.</summary>
		</member>
		<member name="T:UnityEngine.Animator">
			<summary>Interface to control the Mecanim animation system.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.maxDistance">
			<summary>(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.duration">
			<summary>The time, in seconds, that the movie takes to play back completely.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.noiseSpread">
			<summary>How spread out is the noise for the DetailPrototype.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.SmoothTangents(System.Int32,System.Single)">
			<summary>Smooth the in and out tangents of the keyframe at index.</summary>
		</member>
		<member name="P:UnityEngine.Animator.isOptimizable">
			<summary>Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticLongField(System.IntPtr,System.IntPtr,System.Int64)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.rolloffMode">
			<summary>Sets/Gets how the AudioSource attenuates over distance.</summary>
		</member>
		<member name="P:UnityEngine.Collider.material">
			<summary>The material used by the collider.</summary>
		</member>
		<member name="P:UnityEngine.Animator.isHuman">
			<summary>Returns true if the current rig is humanoid, false if it is generic.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticFloatField(System.IntPtr,System.IntPtr,System.Single)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Play()">
			<summary>Starts playing the movie.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Play(System.UInt64)">
			<summary>Plays the clip with an optional certain delay.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Play()">
			<summary>Plays the clip with an optional certain delay.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.bendFactor">
			<summary>Bend factor of the detailPrototype.</summary>
		</member>
		<member name="P:UnityEngine.Collider.sharedMaterial">
			<summary>The shared physic material of this collider.</summary>
		</member>
		<member name="P:UnityEngine.Animator.hasRootMotion">
			<summary>Returns true if the current rig has root motion.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.Linear(System.Single,System.Single,System.Single,System.Single)">
			<summary>A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd.</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Stop()">
			<summary>Stops playing the movie, and rewinds it to the beginning.</summary>
		</member>
		<member name="P:UnityEngine.Collider.bounds">
			<summary>The world space bounding volume of the collider.</summary>
		</member>
		<member name="P:UnityEngine.Animator.humanScale">
			<summary>Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticDoubleField(System.IntPtr,System.IntPtr,System.Double)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayDelayed(System.Single)">
			<summary>Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.EaseInOut(System.Single,System.Single,System.Single,System.Single)">
			<summary>An ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.healthyColor">
			<summary>Color when the DetailPrototypes are "healthy".</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Pause()">
			<summary>Pauses playing the movie.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayScheduled(System.Double)">
			<summary>Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.dryColor">
			<summary>Color when the DetailPrototypes are "dry".</summary>
		</member>
		<member name="M:UnityEngine.Collider.ClosestPointOnBounds(UnityEngine.Vector3)">
			<summary>The closest point to the bounding box of the attached collider.</summary>
		</member>
		<member name="T:UnityEngine.PlayMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToBooleanArray(System.Boolean[])">
			<summary>Convert a managed array of System.Boolean to a Java array of boolean.</summary>
		</member>
		<member name="P:UnityEngine.Animator.deltaPosition">
			<summary>Gets the avatar delta position for the last evaluated frame.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.SetScheduledStartTime(System.Double)">
			<summary>Changes the time at which a sound that has already been scheduled to play will start.</summary>
		</member>
		<member name="M:UnityEngine.Collider.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a Ray that ignores all Colliders except this one.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.renderMode">
			<summary>Render mode for the DetailPrototype.</summary>
		</member>
		<member name="T:UnityEngine.QueueMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="T:UnityEngine.WebCamDevice">
			<summary>A structure describing the webcam device.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToByteArray(System.Byte[])">
			<summary>Convert a managed array of System.Byte to a Java array of byte.</summary>
		</member>
		<member name="P:UnityEngine.Animator.deltaRotation">
			<summary>Gets the avatar delta rotation for the last evaluated frame.</summary>
		</member>
		<member name="T:UnityEngine.AnimationBlendMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.SetScheduledEndTime(System.Double)">
			<summary>Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled.</summary>
		</member>
		<member name="T:UnityEngine.SplatPrototype">
			<summary>A Splat prototype is just a texture that is used by the TerrainData.</summary>
		</member>
		<member name="P:UnityEngine.WebCamDevice.name">
			<summary>A human-readable name of the device. Varies across different systems.</summary>
		</member>
		<member name="T:UnityEngine.TreeInstance">
			<summary>Contains information about a tree placed in the Terrain game object.</summary>
		</member>
		<member name="T:UnityEngine.AnimationCullingType">
			<summary>This enum controlls culling of Animation component.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToCharArray(System.Char[])">
			<summary>Convert a managed array of System.Char to a Java array of char.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Stop()">
			<summary>Stops playing the clip.</summary>
		</member>
		<member name="P:UnityEngine.Animator.velocity">
			<summary>Gets the avatar velocity  for the last evaluated frame.</summary>
		</member>
		<member name="P:UnityEngine.WebCamDevice.isFrontFacing">
			<summary>True if camera faces the same direction a screen does, false otherwise.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.texture">
			<summary>Texture of the splat applied to the Terrain.</summary>
		</member>
		<member name="T:UnityEngine.Animation">
			<summary>The animation component is used to play back animations.</summary>
		</member>
		<member name="F:UnityEngine.TreeInstance.position">
			<summary>Position of the tree.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Pause()">
			<summary>Pauses playing the clip.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToShortArray(System.Int16[])">
			<summary>Convert a managed array of System.Int16 to a Java array of short.</summary>
		</member>
		<member name="P:UnityEngine.Animation.clip">
			<summary>The default animation.</summary>
		</member>
		<member name="P:UnityEngine.Animator.angularVelocity">
			<summary>Gets the avatar angular velocity for the last evaluated frame.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.UnPause()">
			<summary>Unpause the paused playback of this AudioSource.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.normalMap">
			<summary>Normal map of the splat applied to the Terrain.</summary>
		</member>
		<member name="F:UnityEngine.TreeInstance.widthScale">
			<summary>Width scale of this instance (compared to the prototype's size).</summary>
		</member>
		<member name="T:UnityEngine.WebCamTexture">
			<summary>WebCam Textures are textures onto which the live video input is rendered.</summary>
		</member>
		<member name="P:UnityEngine.Animation.playAutomatically">
			<summary>Should the default animation clip (the Animation.clip property) automatically start playing on startup?</summary>
		</member>
		<member name="P:UnityEngine.Animator.rootPosition">
			<summary>The root position, the position of the game object.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip,System.Single)">
			<summary>Plays an AudioClip, and scales the AudioSource volume by volumeScale.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToIntArray(System.Int32[])">
			<summary>Convert a managed array of System.Int32 to a Java array of int.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip)">
			<summary>Plays an AudioClip, and scales the AudioSource volume by volumeScale.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.tileSize">
			<summary>Size of the tile used in the texture of the SplatPrototype.</summary>
		</member>
		<member name="F:UnityEngine.TreeInstance.heightScale">
			<summary>Height scale of this instance (compared to the prototype's size).</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.isPlaying">
			<summary>Returns if the camera is currently playing.</summary>
		</member>
		<member name="P:UnityEngine.Animation.wrapMode">
			<summary>How should time beyond the playback range of the clip be treated?</summary>
		</member>
		<member name="P:UnityEngine.Animator.rootRotation">
			<summary>The root rotation, the rotation of the game object.</summary>
		</member>
		<member name="F:UnityEngine.TreeInstance.rotation">
			<summary>Rotation of the tree on X-Z plane (in radians).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToLongArray(System.Int64[])">
			<summary>Convert a managed array of System.Int64 to a Java array of long.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3)">
			<summary>Plays an AudioClip at a given position in world space.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3,System.Single)">
			<summary>Plays an AudioClip at a given position in world space.</summary>
		</member>
		<member name="P:UnityEngine.Animation.isPlaying">
			<summary>Are we playing any animations?</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.tileOffset">
			<summary>Offset of the tile texture of the SplatPrototype.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.deviceName">
			<summary>Set this to specify the name of the device to use.</summary>
		</member>
		<member name="P:UnityEngine.Animator.applyRootMotion">
			<summary>Should root motion be applied?</summary>
		</member>
		<member name="P:UnityEngine.Animator.linearVelocityBlending">
			<summary>When linearVelocityBlending is set to true, the root motion velocity and angular velocity will be blended linearly.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.requestedFPS">
			<summary>Set the requested frame rate of the camera device (in frames per second).</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetOutputData(System.Int32,System.Int32)">
			<summary>Returns a block of the currently playing source's output data.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetOutputData(System.Single[],System.Int32)">
			<summary>Returns a block of the currently playing source's output data.</summary>
		</member>
		<member name="F:UnityEngine.TreeInstance.color">
			<summary>Color of this instance.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.metallic">
			<summary>The metallic value of the splat layer.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToFloatArray(System.Single[])">
			<summary>Convert a managed array of System.Single to a Java array of float.</summary>
		</member>
		<member name="P:UnityEngine.Animation.animatePhysics">
			<summary>When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToDoubleArray(System.Double[])">
			<summary>Convert a managed array of System.Double to a Java array of double.</summary>
		</member>
		<member name="P:UnityEngine.Animator.animatePhysics">
			<summary>When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the currently playing source's spectrum data.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the currently playing source's spectrum data.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.smoothness">
			<summary>The smoothness value of the splat layer when the main texture has no alpha channel.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.requestedWidth">
			<summary>Set the requested width of the camera device.</summary>
		</member>
		<member name="F:UnityEngine.TreeInstance.lightmapColor">
			<summary>Lightmap color calculated for this instance.</summary>
		</member>
		<member name="P:UnityEngine.Animation.animateOnlyIfVisible">
			<summary>When turned on, Unity might stop animating if it thinks that the results of the animation won't be visible to the user.</summary>
		</member>
		<member name="P:UnityEngine.Animator.updateMode">
			<summary>Specifies the update mode of the Animator.</summary>
		</member>
		<member name="T:UnityEngine.AudioReverbPreset">
			<summary>Reverb presets used by the Reverb Zone class and the audio reverb filter.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToObjectArray(System.IntPtr[],System.IntPtr)">
			<summary>Convert a managed array of System.IntPtr, representing Java objects, to a Java array of java.lang.Object.</summary>
		</member>
		<member name="P:UnityEngine.Animation.cullingType">
			<summary>Controls culling of this Animation component.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToObjectArray(System.IntPtr[])">
			<summary>Convert a managed array of System.IntPtr, representing Java objects, to a Java array of java.lang.Object.</summary>
		</member>
		<member name="P:UnityEngine.Animator.hasTransformHierarchy">
			<summary>Returns true if the object has a transform hierarchy.</summary>
		</member>
		<member name="F:UnityEngine.TreeInstance.prototypeIndex">
			<summary>Index of this instance in the TerrainData.treePrototypes array.</summary>
		</member>
		<member name="T:UnityEngine.UICharInfo">
			<summary>Class that specifes some information about a renderable character.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.requestedHeight">
			<summary>Set the requested height of the camera device.</summary>
		</member>
		<member name="T:UnityEngine.AudioReverbZone">
			<summary>Reverb Zones are used when you want to create location based ambient effects in the scene.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromBooleanArray(System.IntPtr)">
			<summary>Convert a Java array of boolean to a managed array of System.Boolean.</summary>
		</member>
		<member name="P:UnityEngine.Animation.localBounds">
			<summary>AABB of this Animation animation component in local space.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.minDistance">
			<summary>The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.</summary>
		</member>
		<member name="P:UnityEngine.Animator.gravityWeight">
			<summary>The current gravity weight based on current animations that are played.</summary>
		</member>
		<member name="T:UnityEngine.TerrainData">
			<summary>The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.</summary>
		</member>
		<member name="F:UnityEngine.UICharInfo.cursorPos">
			<summary>Position of the character cursor in local (text generated) space.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.isReadable">
			<summary>Returns if the WebCamTexture is non-readable. (iOS only).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromByteArray(System.IntPtr)">
			<summary>Convert a Java array of byte to a managed array of System.Byte.</summary>
		</member>
		<member name="P:UnityEngine.Animator.bodyPosition">
			<summary>The position of the body center of mass.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Stop()">
			<summary>Stops all playing animations that were started with this Animation.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Stop(System.String)">
			<summary>Stops all playing animations that were started with this Animation.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.maxDistance">
			<summary>The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.</summary>
		</member>
		<member name="F:UnityEngine.UICharInfo.charWidth">
			<summary>Character width.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.devices">
			<summary>Return a list of available devices.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.heightmapWidth">
			<summary>Width of the terrain in samples (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Animator.bodyRotation">
			<summary>The rotation of the body center of mass.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromCharArray(System.IntPtr)">
			<summary>Convert a Java array of char to a managed array of System.Char.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Rewind(System.String)">
			<summary>Rewinds the animation named name.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Rewind()">
			<summary>Rewinds the animation named name.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverbPreset">
			<summary>Set/Get reverb preset properties.</summary>
		</member>
		<member name="T:UnityEngine.UILineInfo">
			<summary>Information about a generated line of text.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.heightmapHeight">
			<summary>Height of the terrain in samples (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.videoRotationAngle">
			<summary>Returns an clockwise angle, which can be used to rotate a polygon so camera contents are shown in correct orientation.</summary>
		</member>
		<member name="P:UnityEngine.Animator.stabilizeFeet">
			<summary>Automatic stabilization of feet during transition and blending.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromShortArray(System.IntPtr)">
			<summary>Convert a Java array of short to a managed array of System.Int16.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Sample()">
			<summary>Samples animations at the current state.</summary>
		</member>
		<member name="F:UnityEngine.UILineInfo.startCharIdx">
			<summary>Index of the first character in the line.</summary>
		</member>
		<member name="P:UnityEngine.Animator.layerCount">
			<summary>The AnimatorController layer count.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.heightmapResolution">
			<summary>Resolution of the heightmap.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.videoVerticallyMirrored">
			<summary>Returns if the texture image is vertically flipped.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromIntArray(System.IntPtr)">
			<summary>Convert a Java array of int to a managed array of System.Int32.</summary>
		</member>
		<member name="F:UnityEngine.UILineInfo.height">
			<summary>Height of the line.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.heightmapScale">
			<summary>The size of each heightmap sample.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.room">
			<summary>Room effect level (at mid frequencies).</summary>
		</member>
		<member name="P:UnityEngine.Animator.parameters">
			<summary>Read only acces to the AnimatorControllerParameters used by the animator.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.didUpdateThisFrame">
			<summary>Did the video buffer update this frame?</summary>
		</member>
		<member name="M:UnityEngine.Animation.IsPlaying(System.String)">
			<summary>Is the animation named name playing?</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromLongArray(System.IntPtr)">
			<summary>Convert a Java array of long to a managed array of System.Int64.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomHF">
			<summary>Relative room effect level at high frequencies.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.size">
			<summary>The total size in world units of the terrain.</summary>
		</member>
		<member name="T:UnityEngine.TextGenerator">
			<summary>Class that can be used to generate text for rendering.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomLF">
			<summary>Relative room effect level at low frequencies.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.Play()">
			<summary>Starts the camera.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play()">
			<summary>Plays an animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(UnityEngine.PlayMode)">
			<summary>Plays an animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(System.String,UnityEngine.PlayMode)">
			<summary>Plays an animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(System.String)">
			<summary>Plays an animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromFloatArray(System.IntPtr)">
			<summary>Convert a Java array of float to a managed array of System.Single.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.thickness">
			<summary>The thickness of the terrain used for collision detection.</summary>
		</member>
		<member name="P:UnityEngine.Animator.feetPivotActive">
			<summary>Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.rectExtents">
			<summary>Extents of the generated text in rect format.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.Pause()">
			<summary>Pauses the camera.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromDoubleArray(System.IntPtr)">
			<summary>Convert a Java array of double to a managed array of System.Double.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.decayTime">
			<summary>Reverberation decay time at mid frequencies.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFade(System.String,System.Single,UnityEngine.PlayMode)">
			<summary>Fades the animation with name animation in over a period of time seconds and fades other animations out.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFade(System.String,System.Single)">
			<summary>Fades the animation with name animation in over a period of time seconds and fades other animations out.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFade(System.String)">
			<summary>Fades the animation with name animation in over a period of time seconds and fades other animations out.</summary>
		</member>
		<member name="P:UnityEngine.Animator.pivotWeight">
			<summary>Gets the pivot weight.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.decayHFRatio">
			<summary>High-frequency to mid-frequency decay time ratio.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.Stop()">
			<summary>Stops the camera.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromObjectArray(System.IntPtr)">
			<summary>Convert a Java array of java.lang.Object to a managed array of System.IntPtr, representing Java objects.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Blend(System.String,System.Single,System.Single)">
			<summary>Blends the animation named animation towards targetWeight over the next time seconds.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Blend(System.String,System.Single)">
			<summary>Blends the animation named animation towards targetWeight over the next time seconds.</summary>
		</member>
		<member name="P:UnityEngine.Animator.pivotPosition">
			<summary>Get the current position of the pivot.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Blend(System.String)">
			<summary>Blends the animation named animation towards targetWeight over the next time seconds.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reflections">
			<summary>Early reflections level relative to room effect.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.vertexCount">
			<summary>Number of vertices generated.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.MarkNonReadable()">
			<summary>Marks WebCamTexture as unreadable (no GetPixel* functions will be available (iOS only)).</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.wavingGrassStrength">
			<summary>Strength of the waving grass in the terrain.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetArrayLength(System.IntPtr)">
			<summary>Returns the number of elements in the array.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reflectionsDelay">
			<summary>Initial reflection delay time.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single,UnityEngine.QueueMode,UnityEngine.PlayMode)">
			<summary>Cross fades an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single,UnityEngine.QueueMode)">
			<summary>Cross fades an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single)">
			<summary>Cross fades an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String)">
			<summary>Cross fades an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixel(System.Int32,System.Int32)">
			<summary>Returns pixel color at coordinates (x, y).</summary>
		</member>
		<member name="P:UnityEngine.Animator.isMatchingTarget">
			<summary>If automatic matching is active.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.characterCount">
			<summary>The number of characters that have been generated.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverb">
			<summary>Late reverberation level relative to room effect.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.wavingGrassAmount">
			<summary>Amount of waving grass in the terrain.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewBooleanArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.Animation.PlayQueued(System.String,UnityEngine.QueueMode,UnityEngine.PlayMode)">
			<summary>Plays an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.PlayQueued(System.String,UnityEngine.QueueMode)">
			<summary>Plays an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.PlayQueued(System.String)">
			<summary>Plays an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewByteArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="P:UnityEngine.Animator.speed">
			<summary>The playback speed of the Animator. 1 is normal playback speed.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.wavingGrassSpeed">
			<summary>Speed of the waving grass.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixels()">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewCharArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverbDelay">
			<summary>Late reverberation delay time relative to initial reflection.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.characterCountVisible">
			<summary>The number of characters that have been generated and are included in the visible lines.</summary>
		</member>
		<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String)">
			<summary>Adds a clip to the animation with name newName.</summary>
		</member>
		<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String,System.Int32,System.Int32,System.Boolean)">
			<summary>Adds a clip to the animation with name newName.</summary>
		</member>
		<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String,System.Int32,System.Int32)">
			<summary>Adds a clip to the animation with name newName.</summary>
		</member>
		<member name="P:UnityEngine.Animator.targetPosition">
			<summary>Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixels32(UnityEngine.Color32[])">
			<summary>Returns the pixels data in raw format.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixels32()">
			<summary>Returns the pixels data in raw format.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.wavingGrassTint">
			<summary>Color of the waving grass that the terrain has.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewShortArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomRolloffFactor">
			<summary>Like rolloffscale in global settings, but for reverb room size effect.</summary>
		</member>
		<member name="P:UnityEngine.Animator.targetRotation">
			<summary>Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).</summary>
		</member>
		<member name="M:UnityEngine.Animation.RemoveClip(UnityEngine.AnimationClip)">
			<summary>Remove clip from the animation list.</summary>
		</member>
		<member name="M:UnityEngine.Animation.RemoveClip(System.String)">
			<summary>Remove clip from the animation list.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.lineCount">
			<summary>Number of text lines generated.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.detailWidth">
			<summary>Detail width of the TerrainData.</summary>
		</member>
		<member name="T:UnityEngine.AnimationClipPair">
			<summary>This class define a pair of clip used by See Also: AnimatorOverrideController.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.diffusion">
			<summary>Value that controls the echo density in the late reverberation decay.</summary>
		</member>
		<member name="P:UnityEngine.Animator.cullingMode">
			<summary>Controls culling of this Animator component.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewIntArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.Animation.GetClipCount()">
			<summary>Get the number of clips currently assigned to this animation.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(UnityEngine.AnimationPlayMode)">
			<summary>Plays an animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(System.String,UnityEngine.AnimationPlayMode)">
			<summary>Plays an animation without any blending.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.detailHeight">
			<summary>Detail height of the TerrainData.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.fontSizeUsedForBestFit">
			<summary>The size of the font that was found if using best fit mode.</summary>
		</member>
		<member name="F:UnityEngine.AnimationClipPair.originalClip">
			<summary>The original clip from the controller.</summary>
		</member>
		<member name="P:UnityEngine.Animator.playbackTime">
			<summary>Sets the playback position in the recording buffer.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.detailResolution">
			<summary>Detail Resolution of the TerrainData.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.verts">
			<summary>Array of generated vertices.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.density">
			<summary>Value that controls the modal density in the late reverberation decay.</summary>
		</member>
		<member name="P:UnityEngine.Animator.recorderStartTime">
			<summary>Start time of the first frame of the buffer relative to the frame at which StartRecording was called.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewLongArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.detailPrototypes">
			<summary>Contains the detail texture/meshes that the terrain has.</summary>
		</member>
		<member name="F:UnityEngine.AnimationClipPair.overrideClip">
			<summary>The override animation clip.</summary>
		</member>
		<member name="P:UnityEngine.Animator.recorderStopTime">
			<summary>End time of the recorded clip relative to when StartRecording was called.</summary>
		</member>
		<member name="T:UnityEngine.AudioLowPassFilter">
			<summary>The Audio Low Pass Filter filter passes low frequencies of an.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewFloatArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="P:UnityEngine.AudioLowPassFilter.cutoffFrequency">
			<summary>Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</summary>
		</member>
		<member name="P:UnityEngine.Animator.recorderMode">
			<summary>Gets the mode of the Animator recorder.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewDoubleArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="T:UnityEngine.AnimationState">
			<summary>The AnimationState gives full control over animation blending.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.treeInstances">
			<summary>Contains the current trees placed in the terrain.</summary>
		</member>
		<member name="P:UnityEngine.AudioLowPassFilter.lowpassResonanceQ">
			<summary>Determines how much the filter's self-resonance is dampened.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.characters">
			<summary>Array of generated characters.</summary>
		</member>
		<member name="P:UnityEngine.Animator.runtimeAnimatorController">
			<summary>The runtime representation of AnimatorController that controls the Animator.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewObjectArray(System.Int32,System.IntPtr,System.IntPtr)">
			<summary>Constructs a new array holding objects in class clazz. All elements are initially set to obj.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorOverrideController">
			<summary>Interface to control AnimatorOverrideController.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.enabled">
			<summary>Enables / disables the animation.</summary>
		</member>
		<member name="T:UnityEngine.AudioHighPassFilter">
			<summary>The Audio High Pass Filter passes high frequencies of an AudioSource and.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.lines">
			<summary>Information about each generated text line.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.treeInstanceCount">
			<summary>Returns the number of tree instances.</summary>
		</member>
		<member name="P:UnityEngine.Animator.avatar">
			<summary>Gets/Sets the current Avatar.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetBooleanArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorOverrideController.runtimeAnimatorController">
			<summary>The Controller that the AnimatorOverrideController overrides.</summary>
		</member>
		<member name="P:UnityEngine.AudioHighPassFilter.cutoffFrequency">
			<summary>Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.treePrototypes">
			<summary>The list of tree prototypes this are the ones available in the inspector.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetVerticesArray()">
			<summary>Returns the current UILineInfo.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.weight">
			<summary>The weight of animation.</summary>
		</member>
		<member name="P:UnityEngine.Animator.layersAffectMassCenter">
			<summary>Additional layers affects the center of mass.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorOverrideController.clips">
			<summary>Returns the list of orignal clip from the controller and their override clip.</summary>
		</member>
		<member name="P:UnityEngine.AudioHighPassFilter.highpassResonanceQ">
			<summary>Determines how much the filter's self-resonance isdampened.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetCharactersArray()">
			<summary>Returns the current UICharInfo.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetByteArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.alphamapLayers">
			<summary>Number of alpha map layers.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.wrapMode">
			<summary>Wrapping mode of the animation.</summary>
		</member>
		<member name="P:UnityEngine.Animator.leftFeetBottomHeight">
			<summary>Get left foot bottom height.</summary>
		</member>
		<member name="P:UnityEngine.Animator.rightFeetBottomHeight">
			<summary>Get right foot bottom height.</summary>
		</member>
		<member name="T:UnityEngine.WrapMode">
			<summary>Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.alphamapResolution">
			<summary>Resolution of the alpha map.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetLinesArray()">
			<summary>Returns the current UILineInfo.</summary>
		</member>
		<member name="T:UnityEngine.AudioDistortionFilter">
			<summary>The Audio Distortion Filter distorts the sound from an AudioSource or.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.time">
			<summary>The current time of the animation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetCharArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetFloat(System.String)">
			<summary>Gets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetFloat(System.Int32)">
			<summary>Gets the value of a float parameter.</summary>
		</member>
		<member name="P:UnityEngine.AudioDistortionFilter.distortionLevel">
			<summary>Distortion value. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.alphamapWidth">
			<summary>Width of the alpha map.</summary>
		</member>
		<member name="T:UnityEngine.AnimationEvent">
			<summary>AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.Invalidate()">
			<summary>Mark the text generator as invalid. This will force a full text generation the next time Populate is called.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.normalizedTime">
			<summary>The normalized time of the animation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetShortArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetFloat(System.String,System.Single)">
			<summary>Sets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetFloat(System.String,System.Single,System.Single,System.Single)">
			<summary>Sets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetFloat(System.Int32,System.Single)">
			<summary>Sets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetFloat(System.Int32,System.Single,System.Single,System.Single)">
			<summary>Sets the value of a float parameter.</summary>
		</member>
		<member name="T:UnityEngine.AudioEchoFilter">
			<summary>The Audio Echo Filter repeats a sound after a given Delay, attenuating.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetCharacters(System.Collections.Generic.List`1<UnityEngine.UICharInfo>)">
			<summary>Populate the given List with UICharInfo.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.speed">
			<summary>The playback speed of the animation. 1 is normal playback speed.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.alphamapHeight">
			<summary>Height of the alpha map.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.stringParameter">
			<summary>String parameter that is stored in the event and will be sent to the function.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBool(System.String)">
			<summary>Gets the value of a bool parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBool(System.Int32)">
			<summary>Gets the value of a bool parameter.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetIntArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.floatParameter">
			<summary>Float parameter that is stored in the event and will be sent to the function.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetBool(System.String,System.Boolean)">
			<summary>Sets the value of a bool parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetBool(System.Int32,System.Boolean)">
			<summary>Sets the value of a bool parameter.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.normalizedSpeed">
			<summary>The normalized playback speed.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.delay">
			<summary>Echo delay in ms. 10 to 5000. Default = 500.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.intParameter">
			<summary>Int parameter that is stored in the event and will be sent to the function.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.baseMapResolution">
			<summary>Resolution of the base map used for rendering far patches on the terrain.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetLines(System.Collections.Generic.List`1<UnityEngine.UILineInfo>)">
			<summary>Populate the given list with UILineInfo.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetLongArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.length">
			<summary>The length of the animation clip in seconds.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.decayRatio">
			<summary>Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetInteger(System.String)">
			<summary>Gets the value of an integer parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetInteger(System.Int32)">
			<summary>Gets the value of an integer parameter.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.splatPrototypes">
			<summary>Splat texture used by the terrain.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.objectReferenceParameter">
			<summary>Object reference parameter that is stored in the event and will be sent to the function.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetVertices(System.Collections.Generic.List`1<UnityEngine.UIVertex>)">
			<summary>Populate the given list with generated Vertices.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetInteger(System.String,System.Int32)">
			<summary>Sets the value of an integer parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetInteger(System.Int32,System.Int32)">
			<summary>Sets the value of an integer parameter.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.functionName">
			<summary>The name of the function that will be called.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetHeight(System.Int32,System.Int32)">
			<summary>Gets the height at a certain point x,y.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetFloatArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetInterpolatedHeight(System.Single,System.Single)">
			<summary>Gets an interpolated height at a point x,y.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetPreferredWidth(System.String,UnityEngine.TextGenerationSettings)">
			<summary>Given a string and settings, returns the preferred width for a container that would hold this text.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.clip">
			<summary>The clip that is being played by this animation state.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.time">
			<summary>The time at which the event will be fired off.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetTrigger(System.String)">
			<summary>Sets a trigger parameter to active.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetTrigger(System.Int32)">
			<summary>Sets a trigger parameter to active.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.dryMix">
			<summary>Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetHeights(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get an array of heightmap samples.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetPreferredHeight(System.String,UnityEngine.TextGenerationSettings)">
			<summary>Given a string and settings, returns the preferred height for a container that would hold this text.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.name">
			<summary>The name of the animation.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.Populate(System.String,UnityEngine.TextGenerationSettings)">
			<summary>Will generate the vertices and other data for the given string with the given settings.</summary>
		</member>
		<member name="M:UnityEngine.Animator.ResetTrigger(System.String)">
			<summary>Resets the trigger parameter to false.</summary>
		</member>
		<member name="M:UnityEngine.Animator.ResetTrigger(System.Int32)">
			<summary>Resets the trigger parameter to false.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetDoubleArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.messageOptions">
			<summary>Function call options.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.wetMix">
			<summary>Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetHeights(System.Int32,System.Int32,System.Single[,])">
			<summary>Set an array of heightmap samples.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.blendMode">
			<summary>Which blend mode should be used?</summary>
		</member>
		<member name="T:UnityEngine.RenderMode">
			<summary>RenderMode for the Canvas.</summary>
		</member>
		<member name="M:UnityEngine.Animator.IsParameterControlledByCurve(System.String)">
			<summary>Returns true if a parameter is controlled by an additional curve on an animation.</summary>
		</member>
		<member name="M:UnityEngine.Animator.IsParameterControlledByCurve(System.Int32)">
			<summary>Returns true if a parameter is controlled by an additional curve on an animation.</summary>
		</member>
		<member name="T:UnityEngine.DisallowMultipleComponent">
			<summary>Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.isFiredByLegacy">
			<summary>Returns true if this Animation event has been fired by an Animation component.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetObjectArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns an element of an Object array.</summary>
		</member>
		<member name="M:UnityEngine.AnimationState.AddMixingTransform(UnityEngine.Transform,System.Boolean)">
			<summary>Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.</summary>
		</member>
		<member name="M:UnityEngine.AnimationState.AddMixingTransform(UnityEngine.Transform)">
			<summary>Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKPosition(UnityEngine.AvatarIKGoal)">
			<summary>Gets the position of an IK goal.</summary>
		</member>
		<member name="T:UnityEngine.Canvas">
			<summary>Element that can be used for screen rendering.</summary>
		</member>
		<member name="T:UnityEngine.RequireComponent">
			<summary>The RequireComponent attribute lets automatically add required component as a dependency.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetSteepness(System.Single,System.Single)">
			<summary>Gets the gradient of the terrain at point &amp;amp;amp;amp;lt;x,y&amp;amp;amp;amp;gt;.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.isFiredByAnimator">
			<summary>Returns true if this Animation event has been fired by an Animator component.</summary>
		</member>
		<member name="M:UnityEngine.AnimationState.RemoveMixingTransform(UnityEngine.Transform)">
			<summary>Removes a transform which should be animated.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKPosition(UnityEngine.AvatarIKGoal,UnityEngine.Vector3)">
			<summary>Sets the position of an IK goal.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetBooleanArrayElement(System.IntPtr,System.Int32,System.Byte)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="T:UnityEngine.AddComponentMenu">
			<summary>The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component-&gt;Scripts" menu.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.animationState">
			<summary>The animation state that fired this event (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetInterpolatedNormal(System.Single,System.Single)">
			<summary>Get an interpolated normal at a given location.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.renderMode">
			<summary>Is the Canvas in World or Overlay mode?</summary>
		</member>
		<member name="T:UnityEngine.AvatarTarget">
			<summary>Target.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetByteArrayElement(System.IntPtr,System.Int32,System.SByte)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.AddComponentMenu.componentOrder">
			<summary>The order of the component in the component menu (lower is higher to the top).</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKRotation(UnityEngine.AvatarIKGoal)">
			<summary>Gets the rotation of an IK goal.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.isRootCanvas">
			<summary>Is this the root Canvas?</summary>
		</member>
		<member name="T:UnityEngine.AvatarIKGoal">
			<summary>IK Goal.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetDetailResolution(System.Int32,System.Int32)">
			<summary>Set the resolution of the detail map.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.worldCamera">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetCharArrayElement(System.IntPtr,System.Int32,System.Char)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="T:UnityEngine.AvatarIKHint">
			<summary>IK Hint.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorControllerParameterType">
			<summary>The type of the parameter.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.animatorStateInfo">
			<summary>The animator state info related to this event (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKRotation(UnityEngine.AvatarIKGoal,UnityEngine.Quaternion)">
			<summary>Sets the rotation of an IK goal.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.RefreshPrototypes()">
			<summary>Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetShortArrayElement(System.IntPtr,System.Int32,System.Int16)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.animatorClipInfo">
			<summary>The animator clip info related to this event (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Canvas.pixelRect">
			<summary>Get the render rect for the Canvas.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetSupportedLayers(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Returns an array of all supported detail layer indices in the area.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKPositionWeight(UnityEngine.AvatarIKGoal)">
			<summary>Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).</summary>
		</member>
		<member name="P:UnityEngine.Canvas.scaleFactor">
			<summary>Used to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetIntArrayElement(System.IntPtr,System.Int32,System.Int32)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Returns a 2D array of the detail object density in the specific location.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.referencePixelsPerUnit">
			<summary>The number of pixels per unit that is considered the default.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32[,])">
			<summary>Sets the detail layer density map.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetLongArrayElement(System.IntPtr,System.Int32,System.Int64)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKPositionWeight(UnityEngine.AvatarIKGoal,System.Single)">
			<summary>Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).</summary>
		</member>
		<member name="P:UnityEngine.Canvas.overridePixelPerfect">
			<summary>Allows for nested canvases to override pixelPerfect settings inherited from parent canvases.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetTreeInstance(System.Int32)">
			<summary>Get the tree instance at the specified index. It is used as a faster version of treeInstances[index] as this function doesn't create the entire tree instances array.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetTreeInstance(System.Int32,UnityEngine.TreeInstance)">
			<summary>Set the tree instance with new parameters at the specified index. However, TreeInstance.prototypeIndex and TreeInstance.position can not be changed otherwise an ArgumentException will be thrown.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKRotationWeight(UnityEngine.AvatarIKGoal)">
			<summary>Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetAlphamaps(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Returns the alpha map at a position x, y given a width and height.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetFloatArrayElement(System.IntPtr,System.Int32,System.Single)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.pixelPerfect">
			<summary>Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetDoubleArrayElement(System.IntPtr,System.Int32,System.Double)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.planeDistance">
			<summary>How far away from the camera is the Canvas generated.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetAlphamaps(System.Int32,System.Int32,System.Single[,,])">
			<summary>Assign all splat values in the given map area.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetObjectArrayElement(System.IntPtr,System.Int32,System.IntPtr)">
			<summary>Sets an element of an Object array.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKRotationWeight(UnityEngine.AvatarIKGoal,System.Single)">
			<summary>Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).</summary>
		</member>
		<member name="T:UnityEngine.TerrainRenderFlags">
			<summary>Enum provding terrain rendering options.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.renderOrder">
			<summary>The render order in which the canvas is being emitted to the scene.</summary>
		</member>
		<member name="T:UnityEngine.AndroidInput">
			<summary>AndroidInput provides support for off-screen touch input, such as a touchpad.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.heightmap">
			<summary>Render heightmap.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.overrideSorting">
			<summary>Override the sorting of canvas.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.trees">
			<summary>Render trees.</summary>
		</member>
		<member name="P:UnityEngine.AndroidInput.touchCountSecondary">
			<summary>Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKHintPosition(UnityEngine.AvatarIKHint)">
			<summary>Gets the position of an IK hint.</summary>
		</member>
		<member name="P:UnityEngine.AndroidInput.secondaryTouchEnabled">
			<summary>Property indicating whether the system provides secondary touch input.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKHintPosition(UnityEngine.AvatarIKHint,UnityEngine.Vector3)">
			<summary>Sets the position of an IK hint.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.details">
			<summary>Render terrain details.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.sortingOrder">
			<summary>Canvas' order within a sorting layer.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKHintPositionWeight(UnityEngine.AvatarIKHint)">
			<summary>Gets the translative weight of an IK Hint (0 = at the original animation before IK, 1 = at the hint).</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKHintPositionWeight(UnityEngine.AvatarIKHint,System.Single)">
			<summary>Sets the translative weight of an IK hint (0 = at the original animation before IK, 1 = at the hint).</summary>
		</member>
		<member name="P:UnityEngine.AndroidInput.secondaryTouchWidth">
			<summary>Property indicating the width of the secondary touchpad.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.sortingLayerID">
			<summary>Unique ID of the Canvas' sorting layer.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.all">
			<summary>Render all options.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtPosition(UnityEngine.Vector3)">
			<summary>Sets the look at position.</summary>
		</member>
		<member name="P:UnityEngine.Canvas.sortingLayerName">
			<summary>Name of the Canvas' sorting layer.</summary>
		</member>
		<member name="M:UnityEngine.Canvas.GetDefaultCanvasMaterial()">
			<summary>Returns the default material that can be used for rendering normal elements on the Canvas.</summary>
		</member>
		<member name="M:UnityEngine.Canvas.GetDefaultCanvasTextMaterial()">
			<summary>Returns the default material that can be used for rendering text elements on the Canvas.</summary>
		</member>
		<member name="M:UnityEngine.Canvas.ForceUpdateCanvases()">
			<summary>Force all canvases to update their content.</summary>
		</member>
		<member name="P:UnityEngine.AndroidInput.secondaryTouchHeight">
			<summary>Property indicating the height of the secondary touchpad.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single,System.Single,System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="T:UnityEngine.Terrain">
			<summary>The Terrain component renders the terrain.</summary>
		</member>
		<member name="T:UnityEngine.ICanvasRaycastFilter">
			<summary>This element can filter raycasts. If the top level element is hit it can further 'check' if the location is valid.</summary>
		</member>
		<member name="M:UnityEngine.AndroidInput.GetSecondaryTouch(System.Int32)">
			<summary>Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables).</summary>
		</member>
		<member name="M:UnityEngine.ICanvasRaycastFilter.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)">
			<summary>Given a point and a camera is the raycast valid.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.terrainData">
			<summary>The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBehaviour(System.Type)">
			<summary>Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBehaviour()">
			<summary>Return the first StateMachineBehaviour that match type T or derived from T. Return null if none are found.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.treeDistance">
			<summary>The maximum distance at which trees are rendered.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBehaviours(System.Type)">
			<summary>Return all StateMachineBehaviour that match type T or derived from T. Return null if none are found.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBehaviours()">
			<summary>Return all StateMachineBehaviour that match type T or derived from T. Return null if none are found.</summary>
		</member>
		<member name="T:UnityEngine.CanvasGroup">
			<summary>A Canvas placable element that can be used to modify children Alpha, Raycasting, Enabled state.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.treeBillboardDistance">
			<summary>Distance from the camera where trees will be rendered as billboards only.</summary>
		</member>
		<member name="P:UnityEngine.CanvasGroup.alpha">
			<summary>Set the alpha of the group.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetLayerName(System.Int32)">
			<summary>Gets name of the layer.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.treeCrossFadeLength">
			<summary>Total distance delta that trees will use to transition from billboard orientation to mesh orientation.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetLayerIndex(System.String)">
			<summary>Gets the index of the layer with specified name.</summary>
		</member>
		<member name="P:UnityEngine.CanvasGroup.interactable">
			<summary>Is the group interactable (are the elements beneath the group enabled).</summary>
		</member>
		<member name="P:UnityEngine.Terrain.treeMaximumFullLODCount">
			<summary>Maximum number of trees rendered at full LOD.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetLayerWeight(System.Int32)">
			<summary>Gets the layer's current weight.</summary>
		</member>
		<member name="P:UnityEngine.CanvasGroup.blocksRaycasts">
			<summary>Does this group block raycasting (allow collision).</summary>
		</member>
		<member name="P:UnityEngine.CanvasGroup.ignoreParentGroups">
			<summary>Should the group ignore parent groups?</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLayerWeight(System.Int32,System.Single)">
			<summary>Sets the layer's current weight.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.detailObjectDistance">
			<summary>Detail objects will be displayed up to this distance.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetCurrentAnimatorStateInfo(System.Int32)">
			<summary>Gets the current State information on a specified AnimatorController layer.</summary>
		</member>
		<member name="M:UnityEngine.CanvasGroup.IsRaycastLocationValid(UnityEngine.Vector2,UnityEngine.Camera)">
			<summary>Returns true if the Group allows raycasts.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetNextAnimatorStateInfo(System.Int32)">
			<summary>Gets the next State information on a specified AnimatorController layer.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.detailObjectDensity">
			<summary>Density of detail objects.</summary>
		</member>
		<member name="T:UnityEngine.UIVertex">
			<summary>Vertex class used by a Canvas for managing vertices.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetAnimatorTransitionInfo(System.Int32)">
			<summary>Gets the Transition information on a specified AnimatorController layer.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.collectDetailPatches">
			<summary>Collect Detail patches from memory.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.position">
			<summary>Vertex position.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetCurrentAnimationClipState(System.Int32)">
			<summary>Gets the list of AnimatorClipInfo currently played by the current state.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.heightmapPixelError">
			<summary>An approximation of how many pixels the terrain will pop in the worst case when switching lod.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetNextAnimationClipState(System.Int32)">
			<summary>Gets the list of AnimatorClipInfo currently played by the next state.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.normal">
			<summary>Normal.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.heightmapMaximumLOD">
			<summary>Lets you essentially lower the heightmap resolution used for rendering.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetCurrentAnimatorClipInfo(System.Int32)">
			<summary>Gets the list of AnimatorClipInfo currently played by the current state.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.color">
			<summary>Vertex color.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetNextAnimatorClipInfo(System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Terrain.basemapDistance">
			<summary>Heightmap patches beyond basemap distance will use a precomputed low res basemap.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.uv0">
			<summary>UV0.</summary>
		</member>
		<member name="M:UnityEngine.Animator.IsInTransition(System.Int32)">
			<summary>Is the specified AnimatorController layer in a transition.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.lightmapIndex">
			<summary>The index of the lightmap applied to this renderer.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.uv1">
			<summary>UV1.</summary>
		</member>
		<member name="M:UnityEngine.Animator.MatchTarget(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.AvatarTarget,UnityEngine.MatchTargetWeightMask,System.Single,System.Single)">
			<summary>Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.</summary>
		</member>
		<member name="M:UnityEngine.Animator.MatchTarget(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.AvatarTarget,UnityEngine.MatchTargetWeightMask,System.Single)">
			<summary>Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.castShadows">
			<summary>Should terrain cast shadows?.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.tangent">
			<summary>Tangent.</summary>
		</member>
		<member name="M:UnityEngine.Animator.InterruptMatchTarget(System.Boolean)">
			<summary>Interrupts the automatic target matching.</summary>
		</member>
		<member name="M:UnityEngine.Animator.InterruptMatchTarget()">
			<summary>Interrupts the automatic target matching.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.reflectionProbeUsage">
			<summary>How reflection probes are used for terrain. See ReflectionProbeUsage.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.String,System.Single,System.Int32)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.simpleVert">
			<summary>Simple UIVertex with sensible settings for use in the UI system.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.MaterialType UnityEngine.Terrain.materialType">
			<summary>The type of the material used to render the terrain. Could be one of the built-in types or custom. See MaterialType.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.String,System.Single)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.String,System.Single,System.Int32,System.Single)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.Int32,System.Single,System.Int32,System.Single)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.Int32,System.Single,System.Int32)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.Int32,System.Single)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.materialTemplate">
			<summary>The custom material used to render the terrain.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.String,System.Int32)">
			<summary>Plays a state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.String)">
			<summary>Plays a state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.String,System.Int32,System.Single)">
			<summary>Plays a state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.Int32,System.Int32,System.Single)">
			<summary>Plays a state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.Int32,System.Int32)">
			<summary>Plays a state.</summary>
		</member>
		<member name="T:UnityEngine.CanvasRenderer">
			<summary>A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.Int32)">
			<summary>Plays a state.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.legacySpecular">
			<summary>The specular color of the terrain.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetTarget(UnityEngine.AvatarTarget,System.Single)">
			<summary>Sets an AvatarTarget and a targetNormalizedTime for the current state.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.legacyShininess">
			<summary>The shininess value of the terrain.</summary>
		</member>
		<member name="P:UnityEngine.CanvasRenderer.isMask">
			<summary>Is the UIRenderer a mask component.</summary>
		</member>
		<member name="M:UnityEngine.Animator.IsControlled(UnityEngine.Transform)">
			<summary>Returns true if the transform is controlled by the Animator\.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.drawHeightmap">
			<summary>Specify if terrain heightmap should be drawn.</summary>
		</member>
		<member name="P:UnityEngine.CanvasRenderer.relativeDepth">
			<summary>Depth of the renderer realative to the parent canvas.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBoneTransform(UnityEngine.HumanBodyBones)">
			<summary>Returns transform mapped to this human bone id.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.drawTreesAndFoliage">
			<summary>Specify if terrain trees and details should be drawn.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.bakeLightProbesForTrees">
			<summary>Specifies if an array of internal light probes should be baked for terrain trees. Available only in editor.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StartPlayback()">
			<summary>Sets the animator in playback mode.</summary>
		</member>
		<member name="P:UnityEngine.CanvasRenderer.absoluteDepth">
			<summary>Depth of the renderer realitive to the root canvas.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.activeTerrain">
			<summary>The active terrain. This is a convenience function to get to the main terrain in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StopPlayback()">
			<summary>Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.SetColor(UnityEngine.Color)">
			<summary>Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.activeTerrains">
			<summary>The active terrains in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.GetClosestReflectionProbes(System.Collections.Generic.List`1<UnityEngine.Rendering.ReflectionProbeBlendInfo>)">
			<summary>Fills the list with reflection probes whose AABB intersects with terrain's AABB. Their weights are also provided. Weight shows how much influence the probe has on the terrain, and is used when the blending between multiple reflection probes occurs.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StartRecording(System.Int32)">
			<summary>Sets the animator in recording mode, and allocates a circular buffer of size frameCount.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.GetColor()">
			<summary>Get the current color of the renderer.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StopRecording()">
			<summary>Stops animator record mode.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.GetAlpha()">
			<summary>Get the current alpha of the renderer.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.SampleHeight(UnityEngine.Vector3)">
			<summary>Samples the height at the given position defined in world space, relative to the terrain space.</summary>
		</member>
		<member name="M:UnityEngine.Animator.HasState(System.Int32,System.Int32)">
			<summary>Returns true if the AnimatorState is present in the Animator's controller.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.SetAlpha(System.Single)">
			<summary>Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.AddTreeInstance(UnityEngine.TreeInstance)">
			<summary>Adds a tree instance to the terrain.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StringToHash(System.String)">
			<summary>Generates an parameter id from a string.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Update(System.Single)">
			<summary>Evaluates the animator based on deltaTime.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.SetNeighbors(UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain)">
			<summary>Lets you setup the connection between neighboring Terrains.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.SetMaterial(UnityEngine.Material,UnityEngine.Texture)">
			<summary>Set the material for UIRenderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Rebind()">
			<summary>Rebind all the animated properties and mesh data with the Animator.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.GetPosition()">
			<summary>Get the position of the terrain.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.GetMaterial()">
			<summary>Gets the current Material assigned to the UIRenderer.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.Flush()">
			<summary>Flushes any change done in the terrain so it takes effect.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetVector(System.String)">
			<summary>Gets the value of a vector parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetVector(System.Int32)">
			<summary>Gets the value of a vector parameter.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.SetVertices(System.Collections.Generic.List`1<UnityEngine.UIVertex>)">
			<summary>Set the vertices for the UIRenderer.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.SetVertices(UnityEngine.UIVertex[],System.Int32)">
			<summary>Set the vertices for the UIRenderer.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetVector(System.String,UnityEngine.Vector3)">
			<summary>Sets the value of a vector parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetVector(System.Int32,UnityEngine.Vector3)">
			<summary>Sets the value of a vector parameter.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.CreateTerrainGameObject(UnityEngine.TerrainData)">
			<summary>Creates a Terrain including collider from TerrainData.</summary>
		</member>
		<member name="M:UnityEngine.CanvasRenderer.Clear()">
			<summary>Remove all cached vertices.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetQuaternion(System.String)">
			<summary>Gets the value of a quaternion parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetQuaternion(System.Int32)">
			<summary>Gets the value of a quaternion parameter.</summary>
		</member>
		<member name="T:UnityEngine.RectTransformUtility">
			<summary>Utility class containing helper methods for working with  RectTransform.</summary>
		</member>
		<member name="T:UnityEngine.Terrain.MaterialType">
			<summary>The type of the material used to render a terrain object. Could be one of the built-in types or custom.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetQuaternion(System.String,UnityEngine.Quaternion)">
			<summary>Sets the value of a quaternion parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetQuaternion(System.Int32,UnityEngine.Quaternion)">
			<summary>Sets the value of a quaternion parameter.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorControllerParameter">
			<summary>Used to communicate between scripting and the controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API.</summary>
		</member>
		<member name="M:UnityEngine.RectTransformUtility.RectangleContainsScreenPoint(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera)">
			<summary>Does the RectTransform contain the screen point as seen from the given camera?</summary>
		</member>
		<member name="T:UnityEngine.Tree">
			<summary>Tree Component for the tree creator.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorControllerParameter.name">
			<summary>The name of the parameter.</summary>
		</member>
		<member name="M:UnityEngine.RectTransformUtility.PixelAdjustPoint(UnityEngine.Vector2,UnityEngine.Transform,UnityEngine.Canvas)">
			<summary>Convert a given point in screen space into a pixel correct point.</summary>
		</member>
		<member name="M:UnityEngine.RectTransformUtility.PixelAdjustRect(UnityEngine.RectTransform,UnityEngine.Canvas)">
			<summary>Given a rect transform, return the corner points in pixel accurate coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Tree.data">
			<summary>Data asociated to the Tree.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorControllerParameter.nameHash">
			<summary>Returns the hash of the parameter based on its name.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorControllerParameter.type">
			<summary>The type of the parameter.</summary>
		</member>
		<member name="M:UnityEngine.RectTransformUtility.ScreenPointToWorldPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector3&)">
			<summary>Transform a screen space point to a position in world space that is on the plane of the given RectTransform.</summary>
		</member>
		<member name="P:UnityEngine.Tree.hasSpeedTreeWind">
			<summary>Tells if there is wind data exported from SpeedTree are saved on this component.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorControllerParameter.defaultFloat">
			<summary>The default bool value for the parameter.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorControllerParameter.defaultInt">
			<summary>The default bool value for the parameter.</summary>
		</member>
		<member name="T:UnityEngine.TextAlignment">
			<summary>How multiline text should be aligned.</summary>
		</member>
		<member name="M:UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(UnityEngine.RectTransform,UnityEngine.Vector2,UnityEngine.Camera,UnityEngine.Vector2&)">
			<summary>Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorControllerParameter.defaultBool">
			<summary>The default bool value for the parameter.</summary>
		</member>
		<member name="T:UnityEngine.TextAnchor">
			<summary>Where the anchor of the text is placed.</summary>
		</member>
		<member name="M:UnityEngine.RectTransformUtility.FlipLayoutOnAxis(UnityEngine.RectTransform,System.Int32,System.Boolean,System.Boolean)">
			<summary>Flips the alignment of the RectTransform along the horizontal or vertical axis, and optionally its children as well.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorUtility">
			<summary>Various utilities for animator manipulation.</summary>
		</member>
		<member name="M:UnityEngine.RectTransformUtility.FlipLayoutAxes(UnityEngine.RectTransform,System.Boolean,System.Boolean)">
			<summary>Flips the horizontal and vertical axes of the RectTransform size and alignment, and optionally its children as well.</summary>
		</member>
		<member name="T:UnityEngine.HorizontalWrapMode">
			<summary>Wrapping modes for text that reaches the horizontal boundary.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorUtility.OptimizeTransformHierarchy(UnityEngine.GameObject,System.String[])">
			<summary>This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles.</summary>
		</member>
		<member name="T:UnityEngine.TerrainCollider">
			<summary>A heightmap based collider.</summary>
		</member>
		<member name="T:UnityEngine.VerticalWrapMode">
			<summary>Wrapping modes for text that reaches the vertical boundary.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorUtility.DeoptimizeTransformHierarchy(UnityEngine.GameObject)">
			<summary>This function will recreate all transform hierarchy under GameObject.</summary>
		</member>
		<member name="T:UnityEngine.GUIText">
			<summary>A text string displayed in a GUI.</summary>
		</member>
		<member name="P:UnityEngine.TerrainCollider.terrainData">
			<summary>The terrain that stores the heightmap.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.text">
			<summary>The text to display.</summary>
		</member>
		<member name="T:UnityEngine.SkeletonBone">
			<summary>Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.material">
			<summary>The Material to use for rendering.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaProxy">
			<summary>This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.name">
			<summary>The name of the Transform mapped to the bone.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.pixelOffset">
			<summary>The pixel offset of the text.</summary>
		</member>
		<member name="F:UnityEngine.AndroidJavaProxy.javaInterface">
			<summary>Java interface implemented by the proxy.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.position">
			<summary>The T-pose position of the bone in local space.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.font">
			<summary>The font used for the text.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,System.Object[])">
			<summary>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,UnityEngine.AndroidJavaObject[])">
			<summary>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.rotation">
			<summary>The T-pose rotation of the bone in local space.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.alignment">
			<summary>The alignment of the text.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.scale">
			<summary>The T-pose scaling of the bone in local space.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.anchor">
			<summary>The anchor of the text.</summary>
		</member>
		<member name="T:UnityEngine.HumanLimit">
			<summary>This class stores the rotation limits that define the muscle for a single human bone.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.lineSpacing">
			<summary>The line spacing multiplier.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.useDefaultValues">
			<summary>Should this limit use the default values?</summary>
		</member>
		<member name="P:UnityEngine.GUIText.tabSize">
			<summary>The tab width multiplier.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.min">
			<summary>The maximum negative rotation away from the initial value that this muscle can apply.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.fontSize">
			<summary>The font size to use (for dynamic fonts).</summary>
		</member>
		<member name="P:UnityEngine.GUIText.fontStyle">
			<summary>The font style to use (for dynamic fonts).</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.max">
			<summary>The maximum rotation away from the initial value that this muscle can apply.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.center">
			<summary>The default orientation of a bone when no muscle action is applied.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.richText">
			<summary>Enable HTML-style tags for Text Formatting Markup.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.axisLength">
			<summary>Length of the bone to which the limit is applied.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.color">
			<summary>The color used to render the text.</summary>
		</member>
		<member name="T:UnityEngine.HumanBone">
			<summary>The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.</summary>
		</member>
		<member name="T:UnityEngine.TextMesh">
			<summary>A script interface for the text mesh component.</summary>
		</member>
		<member name="F:UnityEngine.HumanBone.limit">
			<summary>The rotation limits that define the muscle for this bone.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.text">
			<summary>The text that is displayed.</summary>
		</member>
		<member name="P:UnityEngine.HumanBone.boneName">
			<summary>The name of the bone to which the Mecanim human bone is mapped.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.font">
			<summary>The Font used.</summary>
		</member>
		<member name="P:UnityEngine.HumanBone.humanName">
			<summary>The name of the Mecanim human bone to which the bone from the model is mapped.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.fontSize">
			<summary>The font size to use (for dynamic fonts).</summary>
		</member>
		<member name="T:UnityEngine.HumanDescription">
			<summary>Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.fontStyle">
			<summary>The font style to use (for dynamic fonts).</summary>
		</member>
		<member name="F:UnityEngine.HumanDescription.human">
			<summary>Mapping between Mecanim bone names and bone names in the rig.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.offsetZ">
			<summary>How far should the text be offset from the transform.position.z when drawing.</summary>
		</member>
		<member name="F:UnityEngine.HumanDescription.skeleton">
			<summary>List of bone Transforms to include in the model.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.upperArmTwist">
			<summary>Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.alignment">
			<summary>How lines of text are aligned (Left, Right, Center).</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.lowerArmTwist">
			<summary>Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.anchor">
			<summary>Which point of the text shares the position of the Transform.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.upperLegTwist">
			<summary>Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.characterSize">
			<summary>The size of each character (This scales the whole text).</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.lowerLegTwist">
			<summary>Defines how the lower leg's roll/twisting is distributed between the knee and ankle.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.lineSpacing">
			<summary>How much space will be in-between lines of text.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.armStretch">
			<summary>Amount by which the arm's length is allowed to stretch when using IK.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.tabSize">
			<summary>How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.legStretch">
			<summary>Amount by which the leg's length is allowed to stretch when using IK.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.richText">
			<summary>Enable HTML-style tags for Text Formatting Markup.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.feetSpacing">
			<summary>Modification to the minimum distance between the feet of a humanoid model.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.color">
			<summary>The color used to render the text.</summary>
		</member>
		<member name="T:UnityEngine.AvatarBuilder">
			<summary>Class to build avatars from user scripts.</summary>
		</member>
		<member name="T:UnityEngine.CharacterInfo">
			<summary>Specification for how to render a character from the font texture. See Font.characterInfo.</summary>
		</member>
		<member name="M:UnityEngine.AvatarBuilder.BuildHumanAvatar(UnityEngine.GameObject,UnityEngine.HumanDescription)">
			<summary>Create a humanoid avatar.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.index">
			<summary>Unicode value of the character.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.uv">
			<summary>UV coordinates for the character in the texture.</summary>
		</member>
		<member name="M:UnityEngine.AvatarBuilder.BuildGenericAvatar(UnityEngine.GameObject,System.String)">
			<summary>Create a new generic avatar.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.vert">
			<summary>Screen coordinates for the character in generated text meshes.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.width">
			<summary>How far to advance between the beginning of this charcater and the next.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.size">
			<summary>The size of the character or 0 if it is the default font size.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.style">
			<summary>The style of the character.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.flipped">
			<summary>Is the character flipped?</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.advance">
			<summary>The horizontal distance from the origin of this character to the origin of the next character.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.glyphWidth">
			<summary>The width of the glyph image.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.glyphHeight">
			<summary>The height of the glyph image.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.bearing">
			<summary>The horizontal distance from the origin of this glyph to the begining of the glyph image.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.minY">
			<summary>The minimum extend of the glyph image in the y-axis.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.maxY">
			<summary>The maximum extend of the glyph image in the y-axis.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.minX">
			<summary>The minium extend of the glyph image in the x-axis.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.maxX">
			<summary>The maximum extend of the glyph image in the x-axis.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.uvBottomLeft">
			<summary>The uv coordinate matching the bottom left of the glyph image in the font texture.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.uvBottomRight">
			<summary>The uv coordinate matching the bottom right of the glyph image in the font texture.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.uvTopRight">
			<summary>The uv coordinate matching the top right of the glyph image in the font texture.</summary>
		</member>
		<member name="P:UnityEngine.CharacterInfo.uvTopLeft">
			<summary>The uv coordinate matching the top left of the glyph image in the font texture.</summary>
		</member>
		<member name="T:UnityEngine.Font">
			<summary>Script interface for font assets.</summary>
		</member>
		<member name="P:UnityEngine.Font.material">
			<summary>The material used for the font display.</summary>
		</member>
		<member name="P:UnityEngine.Font.characterInfo">
			<summary>Access an array of all characters contained in the font texture.</summary>
		</member>
		<member name="P:UnityEngine.Font.dynamic">
			<summary>Is the font a dynamic font.</summary>
		</member>
		<member name="P:UnityEngine.Font.ascent">
			<summary>The ascent of the font.</summary>
		</member>
		<member name="P:UnityEngine.Font.lineHeight">
			<summary>The line height of the font.</summary>
		</member>
		<member name="P:UnityEngine.Font.fontSize">
			<summary>The default size of the font.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetOSInstalledFontNames()">
			<summary>Get names of fonts installed on the machine.</summary>
		</member>
		<member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String,System.Int32)">
			<summary>Creates a Font object which lets you render a font installed on the user machine.</summary>
		</member>
		<member name="M:UnityEngine.Font.CreateDynamicFontFromOSFont(System.String[],System.Int32)">
			<summary>Creates a Font object which lets you render a font installed on the user machine.</summary>
		</member>
		<member name="M:UnityEngine.Font.HasCharacter(System.Char)">
			<summary>Does this font have a specific character?</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32,UnityEngine.FontStyle)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="M:UnityEngine.Font.GetMaxVertsForString(System.String)">
			<summary>Returns the maximum number of verts that the text generator may return for a given string.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&,System.Int32,UnityEngine.FontStyle)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&,System.Int32)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
	</members>
</doc>
